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FIGHTING FANTASY I}00I$

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P UT F T NB O O K S
F A NG S O F F URY
Six massivefire-br€athingStone SentinelsFard the King-
dom of Zamana, but th€k flame has been extinguishelt and
the city is under 6i€8e. Ostragoth and his su,armint hdds
aim to d€3troy th€ twelve Wizards oI ihe llage Order dd
sPlead the Evil of the Enchanter, (anes throuthout Khn.
The S€ntinels Fire must be rekindled.
You are an elite warrioi of the city of Zamarra, and YOU
have volunteered for the task. Your terrifying mirEion wil
tale you to the white-hot core of the volcano known as the
Fangs of Fury and th€re is no time to losel
Two di.e, a p€ncil and an €ras€r are all you need to embark
on this rhnling adventure, which is complete with its elabc
tat€ combat system and a scor€ sheet borEcod your tai$

Many dmg€rs lie ahead dd y@r sucress i6 by no means


certain. YO U decide which rcutes to follow, which dansers
to risk and which adversaies to fighr!
I i! hti r I l ont EV Cdn ebn,is SteveJacksonand Ian Livingstone
THT W A RL O C K O F I I R E T OP M OUNT A]N Diesent:
l'HI CITADIL OF CIIAOS
TII T FO RE S T O I D O O M
ST A RSHI P T R A V E L L E R
CITY O F TH I I V E S
DE A T HTRA I D U N G I O N
IS LA ND OF T H E L I Z A R D KINC

CA V E RNS O T T H I S N O W WIT CH
HOUS E O I H E L L
TA LI S MAN O F D E A T H

TIM P I , E O F T I R R O R

SE A S O F B L O O D
AT P O I NTM E N T I V I T H I T A R

DE MO NS O F T H E D E E P
SWO RD O F T H I S A M U R A I
TR I AL O F C H A M P I O N S
ROBO T CO M M A N D O
M ASKS O F M A Y T J E M
C I { E A I URE O } H A V O C
BE N! ATH N I G H T M A R E C A ST L E
C RY P T O T T H E S O R C E R E R
STAR STRIDER
PH ANT O M S O F F I A R

C HA S MS O F M A L I C I
BATTLEBLADE WARRIOR
SL A V E S OF T H T A B Y 5 5

ST EALER O I S O U L S
D ACCERS O F D A R K N E S S

VA ULT O F T H E V A M I I R E

Stevela.ksntSORCERYl
Luke Sharp
2 KhaE ciypoll oI Traps
Illl$trated by Dalrid Galkghel

tICHTING IANTASY thc Lrhdu.tory Rote-playnAGame


THE RTDD L I N C R E A V E R
OUT OF THE PIT FrghhgFanhsyMonstc
TITAN The Fighting lanhsy World Puffin Books
1Hlj Tl{OLLTOOTIJ I{A R5 - A FiBhb$ Fanbsy Novel
P U T fIN BOOKS
To lake and EkDoodBlues,
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27 l4nghrs Lnc, London ss t', Engl$d Gorobei,Kvuzo,Heihochi,Shichioji, Katsushiro,
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Penguin BooksCans'laLtd, 23or JohnStrel, M:rkh:n, ontario, Canida ',ln lBa Realhetoeseoer!one.
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coneprcopynshtOsteveJacksof dlanL,vngstone, 1939


'ltxt .opyriShi O lkis ,4ibuades, 1939
Illu$iations.oPynght @ D!vid Call:3he., 1939
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th6 boor n soH subjcd io the ondiijon
lh.l i shall nor,6y wly of brde or o$eRF,
bc lcnL, F-sld, finrd out, or orh
wnhdnt the puunhe'rr Prior enlIt n ant 6orm ot
bind,ng or covs otht, than lhar in Nhi.h it s
poblhhcd rnd wirfoui a dmrlar .onti'hon
includn8 th s..ndition bc'ng rnPo*d
.n the sub*qu0ni Pur.hrser
CONT ENT S

HOW TO IIGHT THE CREATURES OI ZAM AR R A


9

ADVENTURESHEET
18

BACKGROUND
20

FANGS OF FURY
HOW T O F IGHT T HE CR E A TU R E S
OF Z AM ARRA

Be{or€embarkingon your adventure,you must first


determine your own strengths and weaknesses.
You must work out your initial LUcI(, sKrLL and
srAMrN A scores,You may use t}l.eAdoenLufe SheeL
on pages i8 19 to record all the details oI your
ad.Jenture.Here you will find boxes for iecoidrng
your sKrLL, srelrrN,r and t-uc( scores.If it is
possible to make a photocopy of this page, do so.
Otherwise record all detailsin pencil

Skill, Stamina and Luck


Roll one die. Add 6 to this number and enter the
total in the sKrLL box on lhe AdaenturcSheet.
Roll both dice. Add 12 to the number rolled and
enterthis numberin the sTAM rNA bo>(
Roll one die Add 6 to this number and enter this
total m the LucK box.
For reasonsthat will be explained below, SKILL,
STAMtNA and LUCKscoreschangeconstantlydur-
ing an adventure You must keepan accuraterecord
of these scoresand for this reasonyou are advised
either to wdte small in theboxesor to keep an eraser
handy. But never rub out youl lrltal scores.
Your s<ttL scorereflbctsyour swordsmanshiPand lf the creature'sAttack Strength is higher tltan
general fighting expertise; the higher the better yours, it has woundedyou: proceedto step 5.If
Your sraM r NA scorereflectsyour Seneralconstitu both Attack Strength totals are the same, you
tion, your will to suwive, your determination and have avoided or parried each other's blows -
overall fitness;the highet your srAM INA score,the start the next Attack Round from step 1 above.
longeryou will be able to survive. YourLucK score 4 . You have wounded the creatute, so subhact 2
indicates how naturally lucky a Pe$on you are points from its srAMrNA score.You may use
Luck - and magic - are facts of llfe in the fantasy LucK here to do additional darnage(seebelow).
kingdom you are about to explore 5 . The creature has wounded you, so subtnct 2
poinls from ) our own sr a v I N A. Again you
may u\e LUc K at lhis qtage(seebelow).
battles 6. Make the appropdate adjustmentsto either the
creatures or your own STAMtNA scores(anct
You will o{ten come acrosspagesin thebook which your ru cr scoreif you used rucx- seebelow).
insh_uctyou to frght a creature of some sort. An
7 Begin the next Attack Round by repeating
option to flee may be given, but if not - or if you steps 1 to 6. This sequencecontinues until the
choose to attack the creature anyway - you must STAMTNAscore of either you or the creatute
resolvethe battle as describedbelow. you are fighting reacheszero (death).
First record the creature'ssKrLL and STAMTNA
scoresin the flrst vacant Encounter Box on your
AduehtureSheef.The scores for each creature are
given in thebook eachfime you have an encounter.
The sequenceof combaris then:
Roll both dice for the creatute Add its sKrLL
score. This total is the creature's Attack
Strength. Fighting More Than One Creature
2. Roll both dice once for yourself. Add the num-
ber rolled to your currents(ILL score.This total lf you come across more than one creature in a
is your Attack Strength. particular encounter, the instructions on that page
l- II your Attack Shength is higher than the ctea- will tell you how to handle the battle. Usually you
ture's, you have wounded it: Ptoceedto steP4. will fight each one in turn.
Luck If you have iust wounded the creature, you may Test
At various times during your adventure, either in Vour ltnk as descrlbed,above. If you arc Luckt you
have inllicted a severe wound and may subkact an
battles or when you come across other situations in
ettrd 2 points from the creature'ssrAMtNA score.
which you could either be Lucky or Unlucky (details
However, if you are Unlucky, the wound was a
of these are given on the relevantpages),you may
mere Sraze and you must re6tore 1 point to the
call on your LUCK to make the outcome more
creature's srAMrNA (i,e. instead of scoring the
favourable,But beware!Using LucK is a risky busi-
normal 2 points of damage, you have now scored
ness and if you are Unlucky, the results could be
oruv 1t.
disastrous.
If the creaturehas just wounded you, you may lest
lhe procedure for using your rucx is as follows:
your Lltckto try arld ninimize the wound. lf you are
roll two dice, lf the number rolled is equal to or less
Lucky, you have managedto avoid the full damage
than your current LUcx score,you havebeenLucky
of the blow. Restore 1 point of sTAMINA (i.e. in-
and the result will go in your favour. lf the number
stead of doing 2 points of damageil has done only
roled is higher than your c|rrrent LUc( smre, you
r). If you are Unlucky, you have taken a more
have been Unlucky and you will be penalized.
seriousblow. Subhact t extra sTAM rNA point-
This procedure is known asTesting Vo r Luck. Each
Rernember that you must subtrac[ ! poini from your
Iitrne yo'u Test yout Luak, you must subtract 1 point
rucr score each time vou Testuouf Luck.
from your current LucK score.Thus you will soon
realize that the more you rely on your LUcx, the
more risky thi6 will become.
RestoringSkill, Staminaand Luck
UsingLuckin Battles skill
On certainpagesof the book you willbe told to lest Your sKrLL score will not change much dudng
your Lucka d yolt will be told the consequencesof your adventure. Occasionallyapara8raphmay give
your being Lucky o! Unlucky. However, in battles, you instructions to increaseo! decreaseyour sKrLL
you always have the option of using your LUcx score.Your sxrLL can never exce€dits hili;rl value
either to inflict a more serious wound on a oeature unless specifically instructed. Drinking the Potion
you have iust wounded, or to minimize the effects of Skill (see below) will restore your srrl'I' to its
of a wound the creature has iust inflicd on you. Iritizl level at anv time.

t2 t1
Slamira and Prouisions Luck
Your STAMINA scorewill changea lot during your
adventure as you fight and undertake arduous
tasks.As you near your Boal, you! sTAM rNA level
may be dangerously low and battles may be par-
ticularly risky, so be careful! and srA Mt NA/ your LUcK sconelnay never cxceed
Your backpack contains enough Provisims for ten rts lflilinl value, unless spccifically instructcd in a
meals. You may rest and eat at any time except paragraph- Drinkint the Potion oI Fortune (see
when engaged in a battle. Eating a meal restores below) will restoreyour LUCK to its lrirj,al level at
any time, and increaseyour lrrlttolr.u cx by r point.
4 srAMrNA points. When you eat a meal, add 4
point8 to your sTAMr NA scoreand deduct 1 point
from your Provisions-A separateProvisionsbox is
provided on the AduentweS,eaffor recording de-
tails of Provisions. Remember that you have a long
way to go, so use your Provisions wisely! Remem- Equipmentand Potions
ber also that your srAMrNA score may never ex- You will start your adventurewith a bare minimum
ceed its Inili,al value unless soecificallv instmcted on of equipment, but may find or buy other items
a page.Drinking the Potionof Strength(seebelow) during your travels. You are armed with a sword
will restoreyour srAM rNA to its Ifiilral level at any and are dressed in leather arnrour, You have a
trme. backpackto hold any Provisionsand any treasures
you may cotnc across Zamarran Gold Coins are
small, so you can easily carry as many as you can
nno.
In addition, you may take one bottle of a magical
potion which will aid you on your quest. You may
chooselo take a botile of dnv o( the following:
Potionof Skill- restoress(tLL points
Potion of Strength- restoressrAM rNA points
Potion of Fo*ure - restores LUCK Doints and
increasesIrifi(, Luck by 1

t4 a5
These potions may b€ taken at any time during
your adventure (exceptwh€n engagedin a battle).
Taking a measure of potion will restole sKrLL,
sraMr N A ot LUcK scoresto their Inilirr level (and
the Potion of Fortune will add 1 point to your Ifl ifr;d
rucx scorebefore ru cx is restored).
Each bottle of potion contains enou8h for ore
measure,i.e. the characte sticmaybe restoredonly The Citadel Walls
once during an adventure. Make a note on your
Adoatlure Sheet when you have consumed the You are in a raceagainsttime. The besiegingarmies
potion. of Ostragoth the Gdm wrll be attempting to breach
the fourteen Zamarran Walis of Defenceto kill the
Rememberalso that you may chooseonly ore ofthe twelve Wizards You have a Braceletattached to
three potions to take on yourtrip, so choosewisely! your wrist that will glow eachhme one of the walls
of the defence has been breached.When the last
wall hasbeen penetrated,the Wiardswill be kiled
and the Bracelet you wear witl kill you. Each time
the Braceletglows you must replacethe white flag
of King Elidor of Zamarrawjth the black flag of the
Ostragoth-Jaxartes Alliance (pencilin the white flag
oi lhe AdoelltureShecf).When all fourteen walls are
flying the black standard then you have run out of
Gold, Gems and Cubes time. The Bracelet will perform its grisly task arrd
you will die instantly!
You begin the adventure with to Gold Coins: mark
theseon your Adrenrrre S/,eefin the Gold box. You
are also given 4 BlackCubes:add theseto the upper
section of the Cube box, The, doeztureSheelalso
contains a Gem box. Mark arly jewels you pick up
on vour travels and make sure vou indicate what
type they are Star Crystals, Biue Gems, Yellow
GemE,etc.

16
ADVENTURE
SHEET MO N S T ER E NCO UNT E R B O X E S
PROVISIONS

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CITADtrLWAI-LS

1E a9
BAC K G R O U N D The Krng looks you up and down, 'Step doser,
brave warrior.' Your hea sinks as the others stare
atyou. From what the Kingjust said you know that
you've volunteered for something dangerous
'You have explainedthe situationto the volunteer?'
Justafteryou took that one stePforward, you knew
that it was a mistake.You rememberedthe training one of the Wizards asksCaptain Laski.
camp: the old lags, men and women who had been 'My troops were all informed that it was an ex-
through all the wars, used to say, 'Never volunteer' tremely hazardousmission.'You look at Laski, but
Thaf; Rule One.' And here you are, in a besieged knov,,that you can't contradictan o{ficer;even less
citadel, one step forward, with the rest of the trooP changeyour mind.
chuckling behind you.
'Well, I think it's hme the volunteer knew all the
CaptarnLaski smilesand marchesyou to the inner details.'The Wizard bids you follow him to the
chambers. Occasionallyyou hear a crash and the lablc,sils you down and be8insto e\plain.
ground shakesas another lar8e rock is cataPulted 'My name is Astragal. I am one of the Mage Order,
againstthe citadel'smassjvewalls. You are angry at and these,' he points to the othe$, 'are my fe]Jow
yourself for your lapse and hoPe that you're Just Wizards from the surounding lands. As you are
wanted for somethinglike an extrawatch ora sortie wellaware, the Citadel ofZamarra is under siegeby
for prisoners, or perhaPsa water detail a nrassiveforceleclby Ostragoththe G m, but what
you may not understandis the reasonfor this attack
You are marched straight to the King's Chamber' lt on a smallcity kingdom (Jstrdgothwants to kill us.'
is wann and comfortable inside. King Ehdor is Ile points again to all the Wizards; they all look a
standingby a huge round tableand around him are little uncomfortable. 'He wishes to conquer all the
the twelve Wizards. There are other attendantsand sotrthernlandsofKhul and knows that the Wizards
bodyguards in the shadows. of the Magc Order will only work for Good, never
Evil Under the influence of the Evil Enchanter
The King i' studyrnga larAemrP Now and a6ain, Jaxartes,Ostragothdecided to strike at us once and
o fine dusl settlci on the lrble and Snuffserl, lhe forall when we met here He haswaited sevenyears
King's Chancellor, wiPes it away with a red cloth. for this opportunity and has mustered a massive
'Your Maiesry, I have the volunteer,' CaPtainLaski force lf we are all killed, the land willbe preyto the
Proudly announces. Evil magic of Jaxartes,once the most powerful of

20
our Order but cast out for delving into the Dark
'All twelve Wizards here have combined their
Arts- You have seen the size of tha fleet and army
power to produce this apparently insignificant
numbered againstthis tiny kingdom ofZamarra. if
item . The Stone Sentinels' Fire must be rekindled- If
he succeedshere, Gorak, Kazan, Transoxalia, all of
this Torch is lit at the Fangsof Fury, the Dragons,
south-west Khul will fall to his power.
Breathwill flow againand-the creafuresmay per-
'You may well ask why we did not foreseesuch a form their hideoustaskof destruction. Jaxartes will
danger-For youranswer, look out of thatwindowat have knowledg€ of the Torch, the traitor will see to
one of the six Stone S€ntinels of Zarnarra. They are that. And Jaxarteswill want itin hispossession.He
not iust massivestatuesof Dragons,they are our has invested too much of himself in;Eempting our
defence. They breathe the Fire from the Fangs of destluction, so he fears this Torch and iG be;rer.
Fury. They were charged to destroy any Evil iorce There have been rumours of black-cloakedfieures
with a speed and viciousness undreamt of by any dppearing on the bahlefieldsoutside the CibJel. lI
moftal.' these prove to be his Mage Warriors, you must be
ever-cautious,for they are extremelypowerful and
You stare at the vast stone creature and can only qangetous,
utter, 'But why. . .?'
ryes, why do they not attack now? Becausetheir
Fire, their living Flame has been extinguished.
Some traitor has craftily SpeUbroken their Etemal
Breath.Which brings me to Y OU.' Your heart sinks
as Astragal points to an obiect on the table.
He picksitup and handsit to you:intricately carved
with all manner of symbols,it is made ftom a white
horn-like substancein the shapeof a small torch_

adherents are called Wazarri. They it was who


supplied the original flame for the Sentinels. They
may help you, but beware, no other may carq/ the
Torch to the Furnacel
22
23
'Your task is this: you must break through the siege, ,..
and head north towalds the high mountains and
find the volcano known as the Fangs of Fury.' He
#
points to the map which shows a drawing of ffve ds
fan8s clustered together. 'You must go into the Astraeal comesback. 'The heat of the core will be
depths, to thevery core.Therc, youmust thrust the inteni. You must protect yourself with these.'He
Torch into the white-hot inJerno. At that moment hands you four small Black Cubes, 'Each one will
the Sentinel8will awalen. But you must bewale! absorbthe Dower ofa white-hot sheetof fire on one
Jaxartesknows th€ secretsof the Fangs of Fury; it occasionand then disinteglate. Unfortunately, we
will be guarded by aU manner o( Fell Beasts.' have no others here. If you find any more, take all
Astragal walks away from the table and takes a sip you can for you will surely need them,'
from a flagon handed to him by an attendant. King You notice that there is some plain leather armour
Elidor then speaksto you. 'It is my belief that one on one of the chairs-Captain Laski motions for you
determined person can pierce the siege lines hter to go over and to put it on- Just as you slip off your
than a host of knights- It was my decision to us€ liveried jerkin, another Wizard aPPeaGin front of
none of the Knights of the Order: their faces are too you. He has dark, distrustful eyes and holds a
well known in Zamafia. ll yorl wish to refuse the bracelet- 'l have convinced the Mage Orde r to frt th is
mission, do so now.' You know that this is your on your wrist- It will tlow when OstraSoth'sforce
only chanceto go back and not get involved in this has broken throu8h each of the fourteen Citadel
risky venfure, but somehow you find you cannot Walts.If the final wall is breachedand we are killed,
say anything. you will alsodie, qo do not think of escapingonce
you have got through the siegelines, You cannot
refiove the Bracelet.However, ifyou succeedit will
fall off and you may keep it. It will make you very
wealthy.'
'Thank you, Morgrek,' Astragal says with a sliSht
airof distaste'I canhearthebattednS-rams pound-
ing at the main gate. Ostragoth's cleatures must
have crossedthe rnoat. There is no time to losel'
Now, turn to 1.

24
1
You are taken to the deepest part of the Citadel.
CaDtain taski and two soldiers march ln front of
yo; and the twelve Wizards shuffle along behind
you Astragal looks at you, shakes your hand
warmly and wishes you good luck. He then stands
backwith the others.

Captain l,aski ordeN the soldiers to lift one of the


slabsin the chamber.They prise it up to reveala set
of stone steps leadjng into a tunnel. The Captain
then Bivesyou some advice: 'Keep to the left-hand
wall. Don't light a torch, you might be seen. And
. . . well . . good luck.' You are amazedto hear a
good word from your hard-bitten Captain You
check your paclc equipment and the all important
Torch hidden in the secret panel of your leather
armour, and step down into the dark hole.

Just then, the ground shakes as another boulder


slamsinto the Citadel walls. You look up. Captain
Lasli pokcs hi5 head into thc holc and scre.rmsat
you, 'And make sure you succeed.I won't have
you besmlrching the honour of the Seventh Foot-
sloggers.' His head drsappeals and the slab is
dropped backdown. You are in completedarkness.

You feel your way along the left side of the wall {or
about 4oo paces and then you fall over a pile of
rubble. You get up to find the tunnel ahead is
blocked. You listen carefullyand can hear shouting
\_ and screaming.You also smell faint whiffs of fresh
arr. You feel around in the dalk and find another
4-5

smallertunnel to the right. Your firstinstinct is to 80 4


back but you realize that from here on there is no Nobody takes much notice oI you on board, You
going back What do you decide?Do you take the keep your head down and follow a group who are
tunnel to the right (turn to 25o)or do you climb the heading below deck. Turn to 132.
pile of rubble (turn to 118)?
5
Occasionall),,you hear screams cominS from a
metal door at the sidc of the u'agon. After a few
hours, the door is openedand a haggard-looking
man is thrown inkl the prison cell. He crawls about
trying to hide his facein the filthy straw and shout-
You run fast and drop down before anyone can see
ing, 'No! Nol' The guard, an Ogre wearlng a black
you. Youweaveinandoutmakingsurethatyouare
hood, comesin and orders you out. As you lcave,
not followed. You make your way out o{ the town.
you look at the monk He is still smiling. The door is
Turn to 398.
bolted behind you. You are in complete darkness,
thensomeonelightsa candleandvouseethe faceof
a woman. She smiles a wicked smile and beFns to
pace up and dorvn. the wears a uniform of black
leather wrth the personalinsrgnia of Ostragoth the
1 Grim. 'Eventually, you lvill tell me everythin8 and
You walk into a villa8e and notice a lot of activity. more I will not touch a hair on vour head but you
The villagetsare bringing in their sacksoI grain and will be hurt by yourself.'Suddenly, you seean
rice and stacking them m a central store They eye image of yourself coveredin wounds and blood. lt
you with suspicionbutletyoupass.You headfor an attacksyou and you find a sword rn your hand You
inD and sit down on a bench outside the building must fight yourself, with your own sKrLL and
and rest (add 4 points to your srAM[NA), A little STAMtNA SCOTeS
girl skips past you h,ith a bag of rice. Suddenly, the
bag breaks and all the ric€ spills on to the ground. YOURSELF S K ILL STAM IN A
She begins to cry that she's already late for school
and gets down on her knees to pick up the grains. If you lose, you will t€ll all to the Inquisitor (turn to
Do you help her (turn to 182)or do you sit back and j21). lf you win, you are thrown back into the
relax (turn to 60)? wagon (tum to 83).
7-|l

o |,
The Elves congregatein a huge stone stadium en- You mount the hors€. You guess that it belonged to
cirding a smooth gieen field. Clods the Elf-maiden Orc cavalry by the row of heads hanging ftom the
explains the rules. 'The team is made up of five men saddle. Shuddering, you detach these quickly and
arrd women. Two teams compete to car4/ a cirorlar then gallop away. You see a small purge inside the
rock across the oppoging team's territory. Each saddle-bagandrcach in to find 10cold Coins. (Add
player plays individually against his or her oppo these to your Adoentwe Sheetand inctease your
nent. The playermust move twelve pacesfour times LUCKby 1 point.) Turn to j35.
(forty-eight paces)whj.lethe opponent tries to stop
him or her with body blows.'
Throw three dice and total. If you get 12 or over,
repeat three more hmes. If you fail to make 12 or
over, then you must deduct the shortfall from your
srAMrNA and add it to the next group of 12 paces.
(For example:5+3+l : 11.This is I underi deduct 1
point from your sTAMINA and you must make 13
on your second attempt. ) lf you succeed in getting
through, tum to a45. If you fail, tum to 37.

E
You poke your sword into the stream and find a
very Bood ford; it's quite shallow and easyto cross
without getting too wet. You cross the stream. The
camp-fire is very close to the edge of the forest. You
hear a distant norseto the left and seea flame dsinq
inlo lhe ekl. It has the distincLshapeof a tist. D;
youhead towardsit to investigate(turnto 1o4)ordo
you approachthe camp-fire (tum to 275)?
a7,-7,2
9-10

9
The monk speaks. 'Your path is perilous. Jaxartes
awaits you with his Evil at every turn. He knows
your aim, the neareryou gel to the Fangsof Fury the
more intense his watchfulness.You must enter the
Homrath Caves and seek the Key. The Key rnay
then be . . .' Suddenly, the three monks keel over
andbegin toblaze. The Dragon becomesa thin wisp
of smoke and then disappears. A trapdoor falls
open in the floor in front of you. Do you go down The chamber contains three very small Dragon-
through the trapdoor (tum to 281)or go back out of men. They are playing with some Multi-Coloured
the door (turn to 138)? Gems. They look at you, drop the Gems and ap-
proach Theybiteyourlegsbuttheydonothurt.Do
to you wish to pick up the ro Gems (turn to 354)or do
You walk into a packed room. Some of the people yolr leave them and carry on (turn to 226)?
are wearing Ostragoth's insi8nia but most are
sailo$ swilling their grog Theyallstopand starefor
a moment. You know that you are in the wrong
place. You turn to check your exit when someone
clubs you over the head (deduct 1 point ftom your
sra MrNA).You blackout. Turn to 23o

7,2
You continue in a direction that you hope w l get
you away from OstraSoth'ssiegearmies.You head
forthe coastand eventuallycometo thecliffs. Below
you is a sandy cove. Just then, you see a figure
swept in to the shore by the waves The figure lies
on the beach, motionless. Do you climb down to
investigate(tum to 3r2) or do you decide to walk
[urther along the clilftop (tuln to 2o7)?
a3

13
You run into the darkness.The Giant calls out to
you, 'No, you play game. Come back!' H€ stomps
after you, picks up a handful of stonesand throws
them at you. Throw a die. This is the numbs of
stonesthat hit you. Deduct the number from your
srAMINA on the Adoe t re Sheet.
You racealong until you leach the end of the cave
You feel around fora bolt-holeas the Giant lumberc
towards you. You find a ivooden trapdoor in the
floor. You pull on it and it openseasily.You iumpin
and shutitbehind you. The Giant is toobig to follow
but you can hear him shouting, 'The littl'uns will get
you.' As you wonder about his threat, you turn
around and then you seeexactlywhat he means.A
largegroup of Gremlins, all lookin8murderous, are
emerging from the walls, cerling and floor into a
corridor leading to a large wooden door. You have
no choiccbutto run throu8h them. They stabatyou
with their daggers.

Throw thlee dice.This is the number ofstabs aimed


at Throw three dice again for the number you
-vou.
manage to ward off- If the stabbings are grealer,
then reduceyour srAM rN A by the differencemulti-
plied by 2.
a4-16 a7

lf you manageto reachthe door, it openseasilyand figure holding a shield and a dagger. The shield
you rush through and tnlt it behind you. Turn to hand poinls south-west and the dagger hand points
279. north-east.Do you folow the left path (tum to 217)
or do you choosethe righFhand track (tum to 74)?
a4
The water is refreshing and tastes very sweet. It at7
quenchesyour thirst. lncreaseyour srl u r r.le by 3 Testuout Luck-If you are Unlucky, a stake pierces
points. You carry on along the road. Turn to 352. your thigh: deduct 1 point from your sKrLL and 4
points ftom your sraMrNA. lf you are Lucky, the
1,5 stake glancesoff your leather armour. You Bet up
You clamberdown the steep rocky path and when and look around. In the gloomylightyou seea small
youreachthebottomyouspyan old mandressedin wooden rlapdoor that must have oncebeen usedby
seafarinB clothes. He wears large sea boots and the trap's constructors-You push it open and find a
caries a rusty cutlass.He also has a patch over one narow crawl-r{'aythat eventually leads to another
eye. Ile is sitting by a charcoalfire and is coohng a trap. Justthen, the Braceletglows (mark a caPtured
large white bird, complete with feathers You ap- Citadel Wall on the ArlocnturcSheel).You continue
proach carefully but he looks too ancient to cause through a whole seriesof traps until you come to
you any trouble. To his left is a sea-rod,some nets another trap that has been sprunS. Here you 6nd
and a couple of lightw-eightreed boats.He seesyou the seatedfisure of an old monk. In his hands he
and points his good eye at you. 'Aye, there be holds a small box. His eyesare open buthe doesnot
another bravc deserter.I supposeyou'llbe wanting breathe. Do you try to open the box (tum to 291)or
a boat to the island to get a merchantman out of do you leave it alone and continue through the
here, like the others?WeJl, the price has gone up, tunnels (tum to 192)?
lots of demand now, y'see. Three Gold Coins! I'11
takeno less.'Do you acceptthe offer (tuln to 24o)or,
ifyou refuseor have not the gold, do you climb back
up the path andwalkalon8 the clifftop (turn to 2oZ)?

a6
You follow the narrow track. Thebushesget thicker
and thicker Eventuallythe path forksagainbut on a
tree in front of you you see the carved shape of a
18-2o

1g
The Flarne rekindles and begins to blaze with an
intensefury that you cannotbear.Jaxa es,laughter
now turns to a hideous scream.You remember the
purpose ofyourrnission and detachthe Torch from
the secret panel of your armour. You stagger to-
the siegc is on He asks if you want to hire a boat to
wards the heatand plunge theTorch into theFlame.
It splutters, then lights and burns with a multi-
coloured blaze. The Torch leaves your hand and
settlesinto a hole next to the in{erno. You stagger
away. Turn to 223 r09

a9
You pull out your gold and hand it over (deduct
all the Gold Coins from yo\tr Adoe ture Sl?et). You take out the Torch ancl hand it over to Snuff-
The captain takes it all, bites a few coins with his 5' r K. ne smltcs, pu \ ou l a r ur\ ed dastscrdnd \tdbs
disgusting teeth and throws some to his two com- you. Y!'rr collal\e it\ vou \ee tlre iilusion of thr,
panions. 'Donl worry, yolfll get lots ofbooty when Wizard fade away. The Mage Warnor cuues over
we getin there,'he points to the Citadel ,Stickv/ith
us and vou'll berich at the end of this campaign.,He
tnes to get his foot into his boot but the leather rips
down the side. He cursesand waddles off. Tunl to
2a8.

20
You walkfora while acrossthelong grass.The ri ver
is further away than it had first appeared.Eventu
ally you reach the bank. The waier is nof swift
flowing but it is clear and clean You take a drink
( a d d 2 po in t5to your\tA MrNA ) When Patrol soon.'You realizethat you have a goldcn
)ou ra ib e opportunjty. You stand behind the knjght and pre-
your head, you seetwo setsof small red boots. you pareto hit him over the head.But he is too fasafor
llft your head up further and see that the owners of you, spins around amdpulls out a s\,!ord ,Do you
23-24 25
think you can pull that trick with one of the Elite
trotting towards the r)eachto rescuea siegecatapult
Knights,' he screams.
thafs stuck in the sand (tum to 7o)?
EL I T E KNIGHT sK ILL 9 sTA MINA1 0
If you survive, you put on the armour and helmet.
Turn to 154. q -u'
,-
+l h.
'So, nobody wants to play with me Well you know
whathappens now-'He raiseshis handsinto the air
and the room is plunged into darkness. Hideous 25
screamsand horrible fire-breathingmonstelsfill the You wake up sopping wet in a wooden cage.Two
room. You are tefiified (deduct 2 points from your Garks are looking at you. One of them speaks 'Kill
STAMINA).Everybodyscreamsand most of them the scum now, l'm sure that's the sameface. We'll
look atyou because you aretheonly onedressedfor say the scum tried to escape.It'll save us a lot of
combat. You decjde to face the danger. You leave bother.' The other creature stares at you then
the inn Tum to 12. speaks. 'But He ordered "Alive if possible". He
wants something or some information. He even
24 ordeied "intact and unsearched".[f He finds out we
You remembet Captain Laski's words: 'Run in took the valuables . .'
straight lines through an arow shower. Never You feel in your pouch for the gold and Gems.
changedirection, that willonly slow you down and Whateveryou had has gone. Deduct all Gold Coins
make you an easier target.' You count yourself and Gems from your AduentureSheet.
lucky that you remembered tlrat advice. Add 1
LUC( Point. The Garks argue over your fate and do not noLicea
two-headedSerpentweaving its way towards them
You look back and see that the Goblin has been hit
and you. Suddenly the Serpentbreathestwo sheets
by an arrow through the neck. You know that you of flame at your captors and the cage. The Garks
will be saferin a crowd. Ahead, you seea group of
scream in terror as the flames engulf them The
mounted Orcswaitin8 for an attack.They eachhave
wooden ca8eis completely destroyed. If you have
an attendant. Do you head for this group hoping to any Black Cubes in your possession,tum to j72 If
loseyou$elf(turn to zEo).ordo you follow a group not, then turn to 71
26
The Dwarf seems to know exactly where he is
going. You dodge past two Orcs and then stand
stock-still by a 1ar8eoak-tree.The guards and sol-
diers begin to run away from you. You are amazed
and are wondering why when, suddenly, a Broup
of riderc bursts into the camp. They are anirregular
mass that seem to fight with a terrifying ferocity.
They are all female and the one shouting orders
/ rides on the back of two Fangtrgers.They crash
through the Coblins and Orcs heading for the oak-
tree. You are picked up and find yoursel{ on the
back of a horse riding away from the camp. They
eventually stop by the roadside and thc lcader
comesover and looks at you carefully. She curses,
finds the Dwarf and then hits him over the head.
'Fool, we've rescuedthe wrong onc . . .lga1-eyoua
good drawing and you . . 'The Dwarf is struck
again and starts to run off. She kicks him and then
comesover to you. 'Apologies/ you are not the one
we expected.But a rescueis a re$cue.It'll costyou 40
GoldCoins,or, say,jBlue cems, or4YellowGems.
I'm aftaidit's pay up or Fivc my mercenaries some
entertainmcnt.' I f you can afford to pay up and wish
to, make the appropriateadjustmentson the,4dodn-
fureSheet.\o! arelef t alone on the road. Turn to 59.
Ifyou cannot afford the price o! do notwish to pay,
turn to 84.
27-28 29-Jo

29
You dodge away as a sword grazes the leather of You prefcr to stay outside. You watch the small
your armour- You seean armed Goblin who's hold- Dragonmen begin to squawk at the adult creature.
ing three blackbottlesin one hand. Hrs mouth is The Dragonman roars at the youngsters; they
oPenas if to screambut no soundcomesout, You scuttle under its wings The Dragonman then
attack breathes a fearful fire that engulfs you. Tesl yoltf
C O B LIN S KI LL 6 ST A M IN A 6
Lrck If you are Unlucky, you step backwardsand
fall into a very deep pit You die instantly. Your
lf yorr win, you notice that the two Orcs have mission ends here. lf vou are Lucky, you avojd the
collapsed,insensjble,on the floor. You look around pitand run through the f:lamesirlto the cave(deduct
but frnd no one elseabout-You set off up the stairs l BlackCubeor-4pointsfrom yoursrAM rNA) Turn
Turn lo 193. to 115.

28
You can sense the axe being raised and hear the
swing as it cuts the air aboveyour head but you do
not move a muscle. Nothing happens The monk
then asks you to open your eves You seethe axe- Jo
head a hair's breadth from your tenple. 'Without You run fast as the schizoid Genie sends fircballs
hust there is nothing. A fine spint dwells within crashingall Iound you
you. Now sit here.' He points to a grassybank. He
sits cross legged, shuts his eyes and makes a box- Throw a dte six hmes to nrark your rar,donr posi
like srgnwith his hands. He murmurs somethingin tions on the rulr. Mark the seriesoD the Adtjflrfr,"
a strange tongue. Turn to 256. Sficcl.Now throrv a second series of six dice and
mark the result under the previous one This is
where the fireballsstrike. If any in the seriesmatch,
you are birdlyhit deduct t from your sxrt.r. and 4
from your srlM rr e. lf y()Lrare hit ti,"'icc,you d1e.
Your questendsherc.
lf you survive, you manage to escape.A plrintive
voicecallsafteryou,'I'm sorry,comeback!'You do
not stop runnin8. Tum to 176-
3a-32 t3-34
1r 31
You run into the darknessbut you can still hear the Cautiously,youmove towards the chest.It hasnow
Giant lumberin8 after you. shoutin8 'Djakk' and sunk much further into the morassbut you can see
'Fee-fi-fo-fum'.You can seenothing in the dark but, the glimmer ofGold Coins and Gems. You can just
just then, you feel something at your feet It seems prise it open enough to get a hand in. Throw a die to
to be a thick creepergrowing downwardslnto an see what you manage to get out before the chest
other chamber. Do you climb down the creeper sinks into the marsh If you throw 1-2, you pull out
(turn to 134)or do you wish to continue along the 1crBlue Gems; 3 4, you grab 10 Multi-Coloured
cave (turn to 1lX Cems; and if you thro\a,'5 6, you get 1oo Gold
Coins You pull outyourlast handful and watch the
chest sink into the mire. Mark the addition on the
'J2 Ad@nlutrSheet.
Out in the fresh arr again, you hurry back to the
village. Peg-Legis still sitting where you last saw Carelully you make yolrr way out of the marsh.
him. He holds a mug of beerup in mock salute-You Turn to 292
go into the tradingpost, The owner is impressed
with your haul and is quite happy to hand over the
Gold Coins in return for yout Cems and Cfystals.
(Convert your Gems and Crystals into Gold Coins
and then deduct 5oo Gold Coins from your , daen_
l /s S}lcrrf) You leave the shop and hand the heavy
bag over to Peg-LeB.He takesthe Bold. 'I won't
count it I trust you. Now you'll be wantingyour
property.'He whistlesand a small monkey droPs
down from the tallest treeon to your shoulder and
hands you the Torch. 'He stoleit in the first place;I
supposethe money is his,' Peg-Legtclls you, un- 34
ableto restrainhjs lauBhter.He takesthe monkey You walk along the tunl)el and have the feeling that
back and limps arvay. You are angry at the delay som€oneis watching you You tum round to find
You set off a8ain. You notice the Braceletglows Jaxartesstanding in front of three Mage Warriors.
rwrcE (Mark thepenetration of rwo CitadelWalls But just then, the Mage Warriors begin to wilt,
on the Adaetltr.ieShcef.)Tum to 131. slowly collapsinguntiJ they are small blackbundles
35-37 38
on the ground. Jaxartesis angry, 'Now, I must do it
myself.'He waves his arm and the funnel collapses
on top of you. Testyo r Luck.lf you are Lucky, you
survive but are badly injured. Deduct 2 sKrLL
points and 6 STAMTNApoints.You get out of the
rubble and crawl along the tunnel after Jaxartes.
Turn to 3E1-If you are Unlucky, you are crushed-
You fail to complete your mission.

You stabat the rjng of flesh. It cuts easilybut you are


spattered by the green slime. You lip through. t8
Throw a die for the number of drops that land on You get into the boat. The prisone.s are given the
you. D€duct the result ftom your srAMrNA. You oarsand chainedup. The two Goblinsbeginto whip
run off along the beach.Tum to 97 them as you set offinto the crashingsurf. You keep
up with the second boat until you get about half-
j5 way acrossto the island, then the waves get bigger
Lookng out over the mountain top, you see thick and the boat begins to takeon water. The prisoners
smokeemanatingfrom whatyou guessmustbe the are told to bail out the water but the waves keeD
Fangsof Fury. Justthen, you hear the sound oflarge filling the boatup again.lt beginsto look a5though
wings flappin8 and see three Dragonmen flyin8 the boat will sink and the Coblins and other suards
towards you, eachholding a curvedblazing sabre.lf abandonit, swimming towards the seconJbort.
you possessElf-wmgs, put them on now, turn to The prisoners are still chained up and you try to
j73.lf turn to 3o4. help them but can do nothing as rhe boat slowly
^ot, sinks and then turns over. You too have to swim to
the other boat.
You faiL and unfortunately your whole team fails Throw h^,'odicefor the strengthneededtoget there
also-The Elvescheeryou none the less(somehave lf this is greaterthan your srAM rNA, then deduct J
stakedmoney that you @o4ldlose).You are given 1 sra M rNA pointsand throw again.Repea t until you
Blue Gem for taking part (mark it on yourAdurrtrle make it orperish, exhaustedin the crashingwaves.
and you are given a guide out of the Battle
5,4eel), Ifyou succeed,you climb on to the other boat.Turn
ground of the Giants. Turn to 294. to 3o5.
,9

19
The cavernis huge. Abridge acrossa chasmleadsto
a vertical row of seven entrances on the dght,
Suddenly, out of a smoky mist in front of you, there
appear two monks making the sign of the cube
with their hands. At first they are mere phantoms
but gradually they become more solid. You hear
two sing-song voices chanting in harmony, 'Wel-
come strangertotheFangs ofFury, fhe centrcofthe
Wazarri and the Religion-whose-name-cannot-be-
uttered, and at whose core lives the Flame. If you
have been shown the Way and have accumulated
White Cubes in your mind's eye, then place the
number you have in the indicatedposition.' A shim-
mering pattern appears,tracing stairwaysup to all
Seven Levels. 'Now climb to your own Level. We
deemyou worthy to enter the coreof Fury:you will
not be harrnedby the holy Flame ' The rnonks fade
away.

Add up the numbers you have enteredin the White


Cube box of the Adoe LureSheetto find your True
42-43
40-4r

Level. lf you have no knowledge of white Cubes, tell them.' You decide to give him r Gold Coin
then you must enter at Level 1. If you have more (deduct it from yorn AdL'enfureSl?el). He seems
than 28, then you must enter at Level T Which satisfied but then speaksagain. 'You want to get
Level is your True Way? away from here?I know a way. It'll costyou 4 more
Gold Coins.' Do you agree(turn to 127)or are you
WhiteCubes contentjust tobuy his silenceand sneakaway (furn
r-z : Levelr Turn to 299 to 15o)?
3-5 = Level2 Turn to 57
6-9 = Level3 Turn to 79
10-14 = Level Turn to 165 42
4 You pick up r BlackCube (add it to the Cube box of
r5-zo : Level 5 Turn to 191
yonr Arh,cnt re Sheef\
21-27 = Level 6 Turn to 357
28+ = Level 7 Turn to f96 Suddenly, the cavem is filled with dust and a huge
stone block falls from the ceiling above you. Tesf
yolr Llrck.lf you are Unlucky, it crushesyou. Your
40
You are in a completely emPty chamber.There are quest ends here. lf you are Lucky, it missesbutyou
three exits. Do you choose: are badly shaken(deduct 1 point frorn your s(tLL).
Tum to 245
Exit 1? Turn to J42
Exit 2? Turn to 135
Exit l? Turn to 349 41
You think that the four Orcs are far more danger-
ous, but before you can join the woman you see
4a an amazing display of swordfighting. Four clean
You lie under a foul-smellingclumP of bushesfor a blows are enough. Then, as $he turns towards you,
while, and seethe BraceletglowinS (mark a Citadel you feel a stabbing pain in your back. The Goblin
Wall captured by Ostragoth'sforces on ihe Adrzn has struck at you (deduct 1 pomt from your s(rLL
ture Sheet). and 4 points from your srAMrNA) The woman
Youwatch severalsquadsof cavalryand rnfantrv go dealswith the creatureand then dragsyou toa tent.
pastyou in battlelormation. Justthen you seea little In the cornerlies anotherdeadbody and next to it an
vagabondstandingin front ofyou. He's about 7 or8 open chest with all your possessionsincluding the
years old. '['ve been watching you. You're hiding Torch. She does not say anythin8 but motions for
from them soldiers.You give me somethin8 or I'll you to pick up your thin8s- Tum to 2o3.
44-45 46-47
44
You stop and sit inside the dark cave. Add 2
srAMrNA points. Suddenly, a black hairy feeler
wraps itself arolrnd your neck. You p se it off and
pull out your sword- You are facing a large round
black creature with seemrnglyinnumemble feelers
that shiver and shake at you
BL A CK FEEL ER B E A S T S K ILL6 5TA MI NA6
If you win, you notice the Braceletglowing (mark 46
another captured Citadel Wall on yolrr AdD.ntute
Sreef).You scamperoutand carryon climbtng.Tum
to 261.

45
You are led to the ship through amaze ofalleyways.
You are met on the comer oppositethe quay There
are two shlps in harbour. The one on the left is the
Gargu-Ran.The organization is very efficient: you
are handed a balewith three othersand you carryit
aboard. A sailor asksyou for 5 Gold Coins (deduct
theln ftom youi AdzTe,rfrle Srcef)andyou are told to
get belola'. The ship is soon under way and you
depart from Karakum lsland Tum to 132.

l
48-49 50-51

48 5o
You know that there is Evil ma&ichere and Suess The Giant drops you into a large sack.He walks off
that the Wand might be useful. You PulI rt out and humming somethinglike 'Fee-fi-fo-fum'.tnside the
stare at it. By some unknown Power it Producesa sack there are various bits of animals, vegetables
shaft of light that makes it look like a sword You and luhps ofcoal. After along time all the contents
slice through the branchesand stumble out of the of the sackare upended. You fall on to a rocky floor
magrcwoods. Turn to 392. and find yourselfina cavewith a largeblazingfire at
the entrance.The rest of the caveis strewn with all
rnannerof rubbish, You lookat the Giant. He has sat
down and is staringatyou as he munchesat a piece
of cow. He then speaksin a booming voice, 'Where
is Diakk?'He looks at you expectantly and then puts
on a high voice, 'I don't know.' He repeats the
question, 'Where is Djakk?' You think that he is
demented. Do you humour him and give him a
location for qakk, rahoeverhe might be (tum to
186), or do you tell him you don't know (tum to
J4\?
49
They grab you and one of them holds a strange
round mirror up to your face The Goblin looks at
you. 'No, not of noble birth. Let's see. . Bring the
Book.' A largebookisbrought and he flicks through
it very deliberately. You notice that it is full of )r
drawrngs of Kint Elidor's kni8hts, squires and The body of a monk falls into your arms. He is
nobles. You also see representationsof the twelve wounded in the throat but is still alive. You lay him
Wizards. 'No, there's no such face and I cannot downon thefloor.Helooksatyou andsmiles.'Yes,
detect Magic lllusions. Releasethe prisoner! You y o u a re t h e . . . s p o k e no f . . . y ou m u s t . . . g o
will be taken to Captain Stinger and you will be upstairs . . . the door . . . be careful . . do not
allowed to take your chanceswith the lrregulars.' the door . . No.'The monk's smilefadesand he
Just then, the Bracelet glows (mark a caPtured dies- You look around the room, seenothing else,
Citadel Wall on vour Adtetlturc SheeL\. Turn to 1o1 then go outside. Tum to 251.
You pull out your sword and runupthestone stairs.
The small boy is screaming.You reachthc top and
the Dragonmen fly away in surprise You chop at
the chainsand the boy breaksfree, then looks up at
you and begins to laugh. Suddenly,his wholebody
bursts open and magically another Dragonman
appears.All three thcn Batheriogether and attack
Fight eachin turn.
S K ILL S TA Mi N A
F iT S I DRA G O NMA N 8 70
S e c o n d DRA G O NMA N 8 ro
T h iT d DRA CO NMA N 9 8
l{ you surwive,you nohce the Biaceletglowin[j as
you climb down the tower (marka capturedCltadel
Wall on the Ad|rrirrc Slccf) You look around Do
1.ou decidc to head for a flat-bpped mountain to
your lelt (tum to 194)orthe track to yourright (turn
to 99)?

It
"l'
53-54 55-56
57 take it (add it to the Cem box of yo\rr Adoenture
The Elves takeyouback to the pointwhere you met Sreef).Finally you arebrought to a haltby what feels
them. Then they glide off a cliff and disaPPearfrom like a mound of sand and you have no other option
sight. There is no distjnct path to follow and the but to dig your way out. Tum to 199
going is very tough. After a few hours you 8et very
tired (deduct 2 points from your srlurrva) and
notice the Braceletglowing (mark a captured Cit-
adel Wall on the Adrre ture Sheet).Eventually, you
notice smoke coming from somewheredeep down
in a canyon Do you decideto climb down (tum to
212) or do you ignore it and keep on climbing up
(turn to 264)?

,1
You follow the lefFhand tunnel. But after sevetal >t
hundred paces it be8ins to break up. The walls You are in a cavewith a large metaldoor. In front of
the door are six square holes marked: Triangle,
become soft sand and you sink into a sandy mte
up to your knees. Walking becomesvery difficult CrescentMoon, Cross,Circle, Box,and Mushroom
(deduct 2 points from your srAMrNA), Sudder y, If you have any blocks, place them in the co[ect
holes. Ifyou haveall six, add up the numberson the
something slithers around your foot. You hear a
reversesides and turn to that paragraph.
swishing sound as tentaclesappearout ofthe sand.
One of them stinBsyou (deduct 2 points from your Ifyou don't have all the blocksyou must return into
sraM r N A). You strike at the wet sand hoping to hit the caves.Leavethe blocksyou have here. Deduct4
the creature. points from your sTA M rN A. The Braceleton your
Testlto t Ll/ck.lf you are Lucky, you cut the crea- wristglows. Mark another CitadelWall capturedon
yo|Ir AducntureShcet.Thereis one open exit (tum to
ture's tentacles.lfyou are Unlucky, throw a die for
the number of stings you suffer and then deduct 2 34d.
sraMlNA points for each sting. lf you throw a 6,
you must deduct1 point ftom your s(ILL as well. 56
You reach the clump of rocks Justas three Wolves
You carry on in the dark. As you reach out, your jump out of the bushes. You pull out your sr"'ord
hand comesinto contactwith a StarCrystalandyou but not before one of them has sunk its fangs into

I
58-51

vour leq.(deduct2 points from your srAMlNA) 58


you t<ittihefirst Woif with one blow, thenwait for You male your way along the track When you hear
the othertwo to attack.Fighteachin tum' hoofbeats, you quickly take cover. Suddenly, a
horse Ballopstowardsyou draggjng an Orcwith his
S( I LL foot caughtin the stirrup. The holse stopsin front of
FirstWOLF 7 6 you. The Orc is dead and you releasehis foot Do
SecondWOLF 7 you take the horse (turn to 1E1)or leaveitwheteitis
(turn to 194)?
Ifyou survive, you cannot hearyour Pulsueis You
mlst now decide on a direction to take Do you
choosethe sandv coastiust ahead(turn to 197)or do 59
you prefer to takea trackheadingwest (turn to 267)? You make good progress on the toad but you are
still cautiousoftloops. You passa watering trough.
Do youchoose to takea drink (turn to i4)orignoreit
and carry on (turn to 352)?

oo
You sit back and take a rest (add 2 srAMtNA
points). You watch the peopleheadin8off to the left
to the sound of trumpets and snorting horses Do
you get up to investigate (turn to 158) or do you
You enter on Level u You stand in an intricately wish to stay where you are (turn to 269)?
carved cave. A voice echoesftom a distance 'The
Wav is hard for a stran8erto lhe Religion-whose- 61.
name-cannoFbe-uttered.Suddenly, three flre- You walk into a dark tunnel. A figure movesin {ront
brealhinPSerpentsfall out of the ceilinBand come of you lhen speaksin a cultivated voice. It is the
to life in iront bf you They dtt,rck.FiEhteachin turn rich, melodic voice of the Evil Wizard. 'You want to
S( I LL STAM l N A fightwithswords,lwill fightyou witha sword'He
F i r s tF L AM E SERP E NT 6 7 pulls out a gleaming scimitar and attacks.Fight as
S e c on dI LAM E S E RP E NT 7 7 normal, but you cannnot kill a Wizard with sword-
Third FLAM E SERPENT 8 6 play. He, on the other hand, can kill you!

If you survive, tum to 387- JA X ARTES SKII L 10


62 $-54

lf you survive, the Wizard laughs, Sets uP and


disappears.The tunnel slopesdownwards and then
forks. Which branch do you take: the left (tum to
229)or the right (tum to 391)?
63
You raise your sword. The Giant sniggers and
.'t li swings his club over his head then attacks.

tr"
ff
CIANT sKrLL 9 STAM IN A 1 0

If you survive, you wait for the flamesto die down


before ventufing out of the cave. You stumble out
62 and notice the Braceletglowing on yourwrist (mark
You walk down the stream. lt just covers your a CitadelWall capturedon t}j.eAdpent reShect\.'lou
ankles and keeps your feet nicely cool (add 1 look around and seea forestby the side of a grassy
srAMrNA point). You keep your eye on several plain. Both are vaguely in the direction you wish to
largebirds that are soaringat a greatheiShtbut then travel. Which doyou choose:the forest(tum to 21o)
you can seenothing as the streamente$ a forest.At or the plain (turn to 2Ez)?
that moment, the BraceletSlows (mark a caPtured
Citadel wall on your Adotnt te Sheet).You stay in 6^
the water until you come to a waterfall. The stream Occasionally,the child begins to cry but then sud-
pours into a deep craggy Pool below. Ahead, the denly remembersherself and is once again rather
forest is spread out like a green tapestry but you outspoken. 'You're a bit dirty. You should have a
must climb down the cliff before you can continue. jolly good wash.'
lf you have Elf-wings, turn to 344.If not, then tum
to ra6 She leads you on a meandering path into the plain
that lies below the low mountains. It is comDletelv
encircledby a wallof fire.Outsidethe wallyouseea
contingent of Goblins and Dark Elves. They have
several catapults firing stones at the fort. The girl
leadsyou to the edgeo[ LheflamewaLl.
Testyo r Luck.lfyou are Lucky, turn to 1a9. If you
are Unluckt tum to 239.
I
I 6s-57

65
You walk among the reeds. The glound gets softer
and soon you are having to step on clumps of reeds
and grassesto stop yourselJ falling into a marsh-like
ground. Eventuall, you find a set of irregular step-
ping stones arrd begin to follow them. After a short
time, several scaly, clawed hands begin to appea!
out of the swamp. They stretch and claw at you.
Then two Fiend-like heads appear, blinking as
though they have woken from a deep sleep. They
clutch at you but vrithout any real shength. Some-
thing screamsin the far distancejust as the path of
stones divides in two. Both paths head in the
generaldircction ofthe Citadel. Which do you take:
the left (tu:rnto 45) or the dght (turn to 178X

56
You chop at the tentacle. It falls in your lap exuding
a nasty-smellinggreen slime that begins to choke
you. Then three more tentaclesappear and wrap
themselves round your neck and body. You are
dragged into the deep. You cannot escape the
clutchesof the Giant Octopod. Your quest is over.

67
You follow the right-hand river valley. It gets very
overgrown and you have to start chopping your
way through it. Suddenly, you hear an agonized
yowl. You plunge your swordinto thebushinftont
ofyou againand there is a similar scream,then long
trailing creepers shoot out and begin to wrap them-
selvesaround your body. Spiky thorns begin to cut
68

you. You realize that the bush is a creature and


begin to fight it.
U N DER C R OWT H sxlLL 4 srA M rNA 9
lf you survive, you notice more quivering bushes
ahead. You think that it might be better to rehace
your stepsandhead for one of the othertwo valleys.
Which do you choose:the leftvalley (tum to 125)or
the central one (tum to 2oo)?

6E
You struSglethrough the gap and drop intoa dank, .
damp cor dor. A murky light appearsin the dis-
tance. You trudge onwards, occasionallytriPPing
over small, furry creatures. You wdk for many
hours until you reach a stone-built corlidor. Just
then, the Bracelet glows (mark another caPtured
Citadel Wall on the AdoentureSheeL). At the end of
the co idor is a wooden door. You find that it opens
easily. Turn to 229
72-71

points to you and severalothets, 'Come with me,


scum. You're lucky to be away lrom the battlefield You leap up on to the knight's horse and ride
I've seen you shiver and shake as we Orcs do the through the mel6e. Arrows are fired at you. Some
real fi8hting.' He rides round thc 8rouP, hurling pass over your shouldet. Testyour Luck.lt yo'r are
abuseandthen points to a towerin the distanccand Unlucky, one arrow hits you in the shoulder but
tellsyou to get there sharpish,'or I'll haveyourguts you pull it out easily (deduct 2 points from you:r
forgauntlets'. You trot olfwith the otherc YouPass STAMINA).

severalbushesand Snarledtrees.Do you chooseto You ky to ride away ftom the fi8hting but two
slinkoffandhidein one olthebushes(turn to41)or mounted Orcs beBin to give chase.You set off at a
do you continue with the Iroup (turn to 386)? gallop acrossthe battlefield.
Throw two dice for your speed on the horse and
The fact that you are sopping wet helPs but the then throw two dice againfor the speedofthe Orcs.
flamesftom the Serpentheadsareintense.The cage I{ their speed is greater.thanyou$, they catch up
breaksup and the two Garks begin to s.rFam Tzsf with you (turn to f3); otherwise, you escape (tum
yout Luck-If yo.uareUnlucky, the flamesare just too to 3t5).
much for you. You perish and so do your hoPesof
the quest. If you are Lucky (deduct I SKILL Point
and 4 points from your srAM r NA), you manageto The rock slips under you and hurtles down into the
breakout of the conflagrationand hurlyourself into pass,crashinginto theechoingchasm.Youhaveno
the stream. You turn back to see the Garks' final choice but to scrambleup to the top and face the
agonies.You set off as fast as Possible.Turn to 133. Mage Warriors. They seeyou and immediately pull
out Wands which transform into fine blue-tinged
swords. lf you have a Wand, you may fight as
normal. If not, then deduct I points from your
sKrLL for this combat only.
S K TL L STAM IN A
F irs tMA G E WA RRI O R 8 10
SecondMAGE WARRIOR 9 10
lf you survive, you continuealong the clifftop. Tum
to 36.
I
74-75 N-n
74 76
You hear some very strange noi8esas you trudge You are in a cavewith an inscdptioncarvedinto a
along. You cometo a sudden drop into a small river woodenplaque:
valley. In ftont of you is a tall tree that has an
inscription carved on it. You look at it carefully: f\:sY
,\' ,\
.r.
,^
\#h$ x \ \ -*
, ,\ A. ' ,\ A '/\
\*.s../+V' ^,
There are four exits to the cave. Do you choose:
AA,t,\
Do you scrambledown towards the river (turn to Exit 1? Tum to 1o7
27o)orclimb the treeand look around (turn to 3uz)? Exit 2? Turn to 241
Exit 3? Tuln to t65
75 Exit 4? Turn to t95
He explains that above you lies the village of
Teriyakit. He also explains that his job is that of
muck-shoveller.'No one elsewilldo it,'he says.He
shows you the way out by a rope ladder hanging
againstthe side of a wall. You thank him and climb
the ladder. You find yourself in the fresh air and
also in the central square of the village. Looking
around, you seetwo inns and feel an almostinstant
need forrefreshment. Which inn doyou choose:the
Ferret's Claws (turn to 169) or the Gannet's Nest The cart pulls up just beiow you. You cannot see
(turn to 122)? who is inside but tust then a horseman des to-
wards the cart. The rider is wearing a long black
('t cape with a large hood- The mounted fi8ure stops
jt, by the cart and the ddver hands over a small chest,
.t (w
)1. ti
The rider passes a rolled-up parchment to him,
Nothing is said. They then part. Do you decide to
follow the rider who is walking his horse carefully
along the rocks (tuln to j71), do you follow the cart
(tum to 1f6) or do you chooseto steerclearof both
of them and get on with your mission (turn to 12)?
II 78-79

7E
I You hack at the chains. Your sword is well-
tempered but cannot cut through the hard metal.
lI Suddenly,a war-chariotappearsin the distanceand
hurdes down towards you. You strike at the chains
even harder,
Throw five dice and total the result, this is the
strength of the chains. Throw two dice and the
result is the strength of the sword. Add this to your
srAMr NA. lf the chain strength is greaterthan that
of the bladeand your srAM rNA, tum to 19o.If it is
equal or less,then turn to 324.

79
You enteron l-evel I and stand inside an intricately
carved corridor. A voice echoes from a great dis-
tance,'This Wayis hard but there is hope. Mark the
name-thaFcannoFbe-uttered' Just then two metal
grilles drop down and isolate you. A pedestalap-
pearsin ftont of you with an inscription and num-
bers under each letter You look at it carefully,
trying to make senseof it:
T HE RE I S NO E S CAP E
I -:- ,/ )2 5 4 7 7 6 3 4 9 8 9 7 6 1
',.r, B UT A NO N E X I T IN
2 )4 4 6 6 t t399 z.z
RE V E RS E
5223o34
Suddenly, small sharp metal spikes begin to drop
T
UO E1-82

into the cagearea.You prcss at tlre numbe6. If you Er


know which numbers to Ptess, 8o to that section. There is no way out of the chagmbut to climb out.
You will be told at once if you are correct. lfyou fail, You look for handholdsor footholds.Throwa series
you are hit on the head (deduct 4 Points ftom your of four dice and note the rcsu'. o Ihe Aih)enure
srru rw-n). You feel dizzy, then find you$elJ enter- Sheef.These are the footholds. Then throw a dice
ing anothei Level. Tum to 299. to match each of those numbers and deduct r
srAMrNA point for each failure to match. This is
your struggleto rcach the footholds.Ifyou succeed,
turn to 195.

Eo
You are very suspicious of him so you decide not to 82
talk to him. Just then a troop of five Goblins led by a You make the deal and pull out your sword. You
Dark EII arrive. They stop, aPProachone of the approachthe Orcs as they are loading a large sack
other guards and show him a parchment.He nods, on to the cart. They see you, drop the sack and
pulls out his sword and they all n'alk towards you. attack.Fight eachin turn.
You are bewildered. How could they know? Then
you rememberAstragal'swaming about the haitor SKILL STAM IN A
and lealize that it must be someonevery high up FirstO RC 7
You scamperoff into cover. Turn to 111. Second ORC 7
If you suwive, the Elder hands you 20 Gold Coins
(add these to yorlr A.luentureSheettotal). You ask
how they intend fending off the other Orcs. He
repliesthat they will hide everythingatonceand tell
the others that these Orcs have made off with the
goods; a typical Orc trick apparently. He shakes
your hand and you walk briskly out of the vila8e.
Turn to 4a6.
Et-84 85-86

die down for fear of Orcs, so are forced to jump


through the wall of fire. If you have a Black Cube,
turn to 348.lf not, then turn to 296.

#
.lti
ilf
E3 85
You find yourself next to the smiJing monk. He You ridc away Throw two dice to indicate your
looks at you and whispels withoutmoving his liPs' specdand then throw twodicefor the speedofyour
'Trust, tilat is the Wiy Tell me, do you have the pursuer lf your spced is greater than or equal to
Torch?' Do you tell him the truth (turn to 263)or do hers, then you leaveher behind (turn to 206).If her
you think iimi8ht be a trick and so refuseto speak spced is the greater, then you are forced to fight
(turn to 391)? (tum to 255).

84

86
You look into the waterbut can secno sign ofthe sea
, n rlure quddenlyyou reali/clhal you are movinS
Fight eachin tum. off the ground The sand shifts and you look do\,rn
to seethe body of a Ciant Crab beneathyour feet. lt
SKI LL STA M I N A
beginsto fold its great claws back 1norder to get at
FiTsIFANGTIGER 5 9 you You leap off its back and land well lt gives
SecondFANGTIGER 6
chaseand you are forced to fight rt
U vou survive,the group, somewhatsubduedand CI A NT CRA B SKI LL 7 STAM IN A 9
disaooointed, mount lh;ir ho$es and ride off with-
out inother word. But the cilcle of fire has mean- lfyou survivc, you run off after the woman. Turn to
while grown in intensity. You cannot wait for it to 144
87-88 89-9o

69
ln the deep shadows you tdp on a rock. There is a
generalstirring amon8 the Dragonmen and one of
them flaps over to whele you lie It breathesa shaft
of fire at you when it seesyou. Ifyou do not have r
Black Cube, you arc badly bumt (deduct 1 sKrLL
pointand 4 srAM rN a points);ifyou do, just deduct
87 1 Black Cube.
At the end of the corridor there are two doors. You run and grab the key, but it attacksyou just as
Which do you choose to enter? The one on the left you get it into the lock of the door.
(turn to 266)or the one on the right (tum to 152)?
DRA G O NMA N s (rL L 9 srAMrNA 10
E8 If you survive, you get into the room and lock the
You discover that you can use your legs, You run door behind you. Turn to 259
fastbut can hearno sound of pursuit, only laughter.
Suddenly, you pull up short when you feel a stab-
bing pain (deduct 2 points from your srAMrNA).
You tum to seea wispy trail of smoke. It pulls you
backto the Orcs,'Aye, none can doubtit, His magic
is shon8,'says one of theft. 'And so ale ourboots,'
saysthe other as he kicks you (deduct 1 point from You sit and wait patiently. The tentacleslithersinto
your srAM rNA).Tum to 2o5. the boat and on to your body- The small suckeE
scratch your arm slightly. You shiver but do not
move, even when you see the Brac€let glowing
(mark a caDtured Citadel Wall on lhe Aduenturc
Sheet).Eventualty, the tentacledrops back into the
sea with a quiet plop and you begin to paddle
swiftly towards the island. You are being carried
away from the north-west of the island; do you put
all your effort into landing where you were advised
(tum to r88) or do you let the cunent dump you
whele it will (tum to 345)?
Y

9r-91

9t
You see one of the Sentinels break free from the
Zamarra Citadel walls. Then you see all six come
alive. They all set about the besieging army with the
most hideous ferocity until all is waste. The drl
takes the crvstal from vou. "You have saved the
Wizards and our sacredieligion. Your deedswill be
celebrated in ballads fo. many ages to come among
the faithful. Our people arc all but deEtroyed but
now we must look to the fufure.'Turn to 4oo.

92
You enter the volcanoand find yourselfin a torchlit
charnber.There are two tunnels that lead olf flom
here; they are both marked with an inscription.
The left one is marked:

XIT**
The right one is marked:

elXXxa.ffi
which direction doyou choose:the left (tumto 1{2)
or the dght (turn to 360)?

'Good! That scum. That's the way to keat'em.'


Behind you stands a huge Goblin. You move
quickly and try to shield your face from the other
prisone$. When the group get to the shole you see
94-95 96-98

two large boats. The prisone$ are ordered into the 96


boats. The waves crash all around you and you see You put your headdown lo protectyour faceand
bits of other boats littering the rocks. Two Goblins run as fast as you can throuShthe flames.If you
get into each boat, but which craft do you choose: havea BlackCube,turn to 35o.If not, then turn to
the left one (turn to 38) or the right (tum to 160)? 105.

94 97
You pull at the key. The ground gives way below Eventually, you stop to rest (add 4 points to your
you and you drop into a stake-filled trench. A sharp srAMrNA). Sitting there, your eye is caught by the
stake kills you instandy. Your quest is over. glow of the Bracelet(mark a captured Citadel Wall
ol the Ailomt re Sheet). The\ feeling rcfteshed,
you get up and carry on walking along a sandy
95
'Hungry, eh? Here's some of my favourite.'He track. Tum to 267.
produces a runny, yello , sticky gunge out of his
hatand hands it to you ona smallwooden plate.It's 98
not what you were expectingbut neverthelessyou The road is dead straight. It leads to a small village.
tasteit. It makesyou feel great (add 1 point to your You stop to rest outside the village (add 4 sr r r"rr Nr
SKILL and.6 points to your srAMrNA). The boy points). Seeingsomeriders in the distanceyou hide
then disappears around a street comer. The vil- behind some rocks to let them pass. Just then, your
lagers are taking a lively interest in you. Some mind is plagued with worry about the Torch. You
Rogue Catchers are looking at a parchment and have no idea why, but you decide to check that it is
then at you. You decideto leave the village and do safe. You rcach to open the leather flap and find it
so quickly. TuIn to 39E. already loose and the Torch GONE! The most
important thin8 in your quest! Quickly, you begin
to retrace your steps but then you hear someone
cough behind you. You turn round to see a strange
man of nauticalappearance.Hehas a wooden leg, a
patch ovet one eye, wears a three-corneredhat and
a bright grcen coat. 'Beggin'your pardon, but have
you lost something?'Youreplythatyou have. 'Aah,
that is good. I believeit is an objectsimilar to a torch.
I have it. Come'' He stompsofl towards the village.
99-1oo 1('1

Do youattackand searchhim (tum to q7) or follow


him as requested(tum to 37o)?

99
You follow the track for severalhundred paces.It
leads to a gap between a vast outcrop of rock that
forms a massivewall in ftont of you. You know that t(}1
if Ostragoth and Jaxarteswish to stop you getting You are marched to a large field full ofmen, women,
to the Fangsof Fury, this would be a good placeto children, Orcs, Ogres, every type of creature. There
guard. Do you continue through the pass (turn to is no apparcnt military order. Everyone wears an
116)or begin to climb the iock (turn to 358)? assortment of armour and you see an amazing
range ot weapons, some that you recognize as
100 Zamarran. The Goblin speaks to one of the
You keep your eyesto the ground and spot 5 Multi- roughest-lookingmen thete. He sits on a lock mas-
Coloured Gems which you take (add them to your saging his feet. The Goblin then leaves.The man,
Adoenture Sheet).You carry on but can hear furtive who's also very Iat, gets up and waddles over to
movementsand some hea\'Tbreathing. The tunnel you. He calls two others to join you. He facesyou,
forks again. Do you go left (turn to 268)or right (turn 'So you want to join our illustrious regiment. In
to 1,57)? normal times we would acceDtnone but the most
high-born bu! seeing as therets a war on,' the other
two are sniggering and laughing, 'just give me all
your money and you're in.' Do you refuse to give
them your gold, which is your only option if you
have no gold (turn to t48), give them halfyour Gold
Coins (turn to 328) or agree to give them all your
gold (turn to 19)?
ao5

aoz If you achieve Levels 1 or 2, turn to 314. If you


They take you to their house. The old man asks the achie\reLevels J or 4, turn to 34J. lf you achieve
girl to prepare for her trip and when she skips away Levels 5 g, turn to 247.
he introduces himself as Ono-maki, a monk of the
Wazarri. The girl, he explains, is his ward. She is
due to travel to the great monastery for initiation.
'But these dmes are dangerous,the old religion is
,ltii
deemedhercticalby thosethatconquer. I hope that
you arc the One that legendsspeakofbut neverthe
less I must put you to the Test.'You agree to be
tested.He takesyou to a room fullofcircles painted
on the floor and hands you a cube with dice mark- ao3
ines, You do not understandwhat he meansbut taking
just enoughGold Coinsfor your immediateneeds
9
o8
oo 7
oo
o o oo 5
oo o4
oo oo oo3
ooo2 open your eyes but you are left to stumbleout
oooot uniindercd. Turn to 32.
ooooo
You stand on circleA. Ono-maki explainsthat you
must throw the cube to find your True Path and to
indicate the Awarenessofyour Being.Throw a die.
If you throw 1-j, move up by one circle. If you
throw4 or5, fiove right by one circle.lf you throw a
6. do not move and deduct 1 point from your
sraMrNA. Repeatas many times as it is necessary
to get to Levels r-9.
ao4-ao5

ao4
? You reach a slight rise and look towards the flame.
You see a fernale knight standing on top of a hill
sur.roundedby creafuresfrom Ostragoth'sarmies.
The flame burns bright in the shapeofa fist. You do
not hesitate to help her. You run up the hill and
plough into the baak of three Garks Fight each in
turn,
S(ILL STAM IN A
FirstGARK z 11
SecondGARK 7 11
ThirdGARK 7 11

If you survive, you look up and see that she has


made short work of the others. She is a supreme
fighter and you wonder idly what Captain Laski
would make of her. She greets you with a hand-
shake but does not speak, then she indicates that
you must follow her. Tum to 288.

105
You leap through the flames that burn your flesh.
You collapse on the other side of the wall of fire
(deduct 1 point from your sKlLL and 5 points from
your sTAMINA). You feel very weak so you rest for
aob-107 1()8

a while, keeping watch for any more of those crea- the weight on the Adtetlture Sfreef.Do not exceed
tures. The glow of the Bracelet(mark anothe! Cit- your maximum capability,
adel Wall breachedon lt.e AiluenlureSreet)makes
you get upandhurryon along thepath. Turn to175. There are {our exits from the cave. Do you choose:
Exit 1? Tum to 152
ao6 Exit 2? Tum to 76
You are assignedlo work in the rigging. It appears Exit 3? Tum to 395
that you have to live and eat up there, taling orde6 Exit 4? Turn to 262
from below about which sail to unfurl and which to
hitch up. Afte! severalhours' hard work, you hear 108
the crow's-nest calling out, 'Sail-a-starboard',You
look in that direction and seea large ship that flies
no recognizableflag. It movesvery fast and catches
you up in no time. One of your companions calls
out, 'Pirates!'They board the ship and the captain
givesup $rithout a fight. They loot the ship and then
proceedto setlight to it. Everybodyis left to fend for
themselves.You leap into the oc€anand b€gin to
swim towards an empty raft. Just then you see the
fin of a SlaughtererShark cuttin8 through the stil
water. You make it in time and g€ton to the raft as a
thick mist settles(add I point to your LucK score).
You sit there listening to the c es of the other
sailors.Turn to 297.

ao7
You aie in a cavewith blocksof stonemarked with a
triangle pattern. Each has the number 15 on its
r€verse,
Each block weighs 10 Zamarra Weights The most
you can cafiy is 60 lf you wish to tak€a block, mark
ao9-41\ fi.2-aa'

t09 (tum to33r)or do youcarryon runningthroughthe


You walk for many hou$ following a goat-track. iorest(turn to 127)?
There is nobody about. You stop to rest in a good
defensiveposition on top of a grassyhillock (add 3 7,r2
srAM r NA points). You set off again and the goat You carry on along the road. The lack of any traffic
track eventually meets a more defined carFtrack. makesyou suspiciousthat someoneisstoppingitat
You look at the track then seesmoke rising from a the Potamosbddge up ahead. Sure enough, *hen
small village to the left. Do you carry on alon8 the you get to within sight of the bridge, you see a
track (tum to 35j) or prefer to head into the village patrol. They have detained all passing individuals
(tum to 3)? in a small enclosure.You approach the road-block
carefully, moving from cover to cover- You know
thatyou cannotgoback and that you must crossthe
11('
river, Thete are two simple options: run acrosstne
You swing yoursword to no effect.It m€rely passes
bridge (turn to 221) or swim;cross the nver (turn
through itlike a shadow. ThelireD€mon strikesits
to 46).
scimitar at a table and slices it into two bumt
chunl<s.ltadvances to the sound of manic lauthter. 113
Do you possessa Wand? If you do, then tum to You run i nto the bulk ol the afiows . Testyour Luck. lI
34o. If you do not, then you run to the back of you are Unlucky, throw a die for the number of
the counter and cowe! with the others. Tum to

111
You run fast, keeping silent, in a way that would
You look back and seethat the Goblin has been hit
pleaseCaptainLaski. You hear no sound of pursuit,
by an arow through the neck.
but you notice the BraceletBlow (mark a captured
Citadel Walf on the Ad\ent re Sheet\.Thelorest gets You Inow that you areconspicuous on yourown so
thicker and darker as you cross a small path that you look around.You seea groupof mountedOrcs
leadsto a stone hut. You stop to look at it carefully.
While you are watching, the door opens and an
emaciatedman,dressedin ragswith a broken chain
around his wrist, come6out. He calls out to you,
'Come over here, quick!' Do you go into the hut
474-ar5 7.a6

aa4 Eventually, you get to a chamber that is lit by the


glow of a strangegreen stone. You see a pool and
two boats. Two Marsh Goblins are swearing and
struggling with a large treasure chest. They finally
get it into one ofthe boatsand row away. The pool
Gem sitting on its top. In the Sloom aheadyou see seemstobe part ofan underground river. You look
the outline of a very large figure. Do you carry on up and aie startled to seedaylight a long way above
alon8 the chamber and Pick uP the Gems (tum to you, There seemsto be a possibility of climbing up.
r7o) or do you decide to retum to the other tunnel Do you dimb up the side of the cavem (tum to 264)
(turn to 362)? or do you get into the secondboat and follow the
Marsh Goblins (turn to 234)?

aa6
You walk through the pass, moving cautiously ftom
cover to cover. When you have passed the most
exposed part you begin to relax but suddenly you
head on a trap that springs a shower of crossbow
u5
bolts from either side of you.
You run into the dark cave. By the murky li8ht, you
Throw a die six times and mark the serieson the
AdomtureSheet.This is the nndom spray of bolts.
Now throw a die six more times to indicate your
random Dath to avoid the bolts. lf two numbers
match in the sedes, you have been hit. Deduct 2
sraMrNA points for each hit. If you deduct 8 or
you see the Braceleton your wrist glowing (mark more sTAMTNA points, then rcduce your sKrLL
a captured Citadel Watl on the AduentureSheet). by r. If you have been hit, you pull out the bolts.

,,-'i, The noise awakens a group of Orcs; they begin to


blow horns and chargeoutatyou. Looking around,
# you see a vast set of rock-hewn steps. Do you
chooseto run up the steps (turn to 325)or do you
VF stand and fight (turn to 25E)?
ar7-aa8

tr1
The tower looms up in front of you. You walk uP to
it and frnd that it is derelict. Suddenly, a Dragon-
man bursts out of the lower walls and attacks you
with its great claws. Ifyou have not seen one before,
it looks like a cross between a human and a Dragon.
It stands upright and has large flapping wings, a
spiky tail and strong claws at the end of its scaly
arms. It moves very fast. You hop€ your sword can
pierce the thick skin when suddenly the Dragon-
marr brcathes out a shaft of fire. If you have at least r
Black Cube, you are unhurt (deduct 1 Black Cube
ftojxr the Adoefture Sheet\.ll then deduct 4
points from your STAMINA score. ^ot,

DRA G O NMA N s K rL L 9 srAMrNA 10

lf you survive, the fumes from the lifeless body


make you stagger and fall against sorne rocks. You
soon recoverand find an old road thatheads north.
Tum to q8.

a18
You scrambleuD the pile of rubble. It moves under
you and, suddenly, you see bright sunlight. You
scamperup and at once hear gnrff voices shouting
commands. Just then you slip, and a large warty
hand stretchesdown and helps you !p. You stand
theie blinking in the bright light and see a Goblin
smiling at you. Behind him a group of soldiers are
pushing a giant batterin8-ram against the huge
outei defences of the Citadel. There is dust and
aag-12.J
a2l

ccreamswhen you enterthe lort througha recently


openedmetaldoor.lnsidethc fort a sceneofdeva;_
tation conftonts you. There are no hore tnan a
dozenknights,d fcw squiresand severalchildren.
lhey siop and starcat you, more in wonder lhan

42L

420
You pick up a_baleand walk up the gangplankwith
a group ot others. you drop the bale and begin to
422-424 a25-a26

The box is full of curly bits of wtue. You ask him idiot?' Then he seesyou and the body. Fight each in
what they are. 'The finest lock-pi&ing devices in turn.
Khul, yoursfor. . . ro Gold Coins.'Ifyou canaffotd
SKILL STAM IN A
it, do you wish to buy one (turn to 155)or do you
shrug him off and continue walking (turn to 252)?
FirsrGREAT ORC 76
SecondGREAT ORC 76
L22 If you suwive, this time you do not hang arould.
The Gannet'sNest is not a popular tavem. Theteare You get away as fast as possible. Tum to 33f.
a couple of Dwarfs and a few localsat the tables.In
the cornerare three rough-looking men. They carry
an array ofweapons and look like they've seenafew
batdes.They laugh, swear and curse at a bald man
who's trying to sell them some sort of tinkets. The
bald man is unperfurbed. He passesyou and asksif
vou want to buy a crystalball for good luck, 'Only r You come to a river that runs parallel with the path
Cold Coin.' Do you agree(tum to 353)or refusethe for a time and then weaves away. Your sense of
offer (turn to 213X direction tells you to closs the river. Do you do so
(turn to 27o)or do you wish to stay on the path (turn
423 to 21,7\?
You tum to fight. The Orcs seem a little surprised
that you should do so. The leading Orc growls at
vou, 'I don't care about you damn Irregula$, but
give us that horse, there's good money there.' Do
vou let the Orcs have your horse (tum to 355) or
refuse and prepare to fight (tum to 1E4)? a2b
You kudge down the dry river for a long time. Ifs
424 very hot and you are plagued by particularly nasty
You dig up the bag from the sand and open it river-flies. Suddenlyyou hear the sound of rushing
carefully. Inside, you find three bones, a rotting water and, before you can move, a roaring torent
apple core, some claw dippings and a very hard crashes into you and ca[ies you along. LarSe rocks
prece of bread. Just then, two other Great Orcs are alsopicked up by the water and they smashinlo
appear One of them shouts,'G pperlWlereis that Vour body.
427 r2E-L29

Throw a die for the number ofrocks that hit you and an escaperoute away from Ostragoth's conscriP-
then a die for their size. Add the two numbers and tion. You get into the reed boat and paddle. Half-
deduct this from your srAMrNA. If you are still way across,you hear a sucking sound and a large
alive, you are eventually dumped and the water tentacleappea$ over the side of the flimsy boat. Do
drains away. You crawl out of the dver valley and you chop at it (tum to 3o2) or sit patiently (turn
look around. The forest has thinned out to reveala to 9oX
road (turn to r1), and a small path leading to a
a2E
reedy plain (turn to 132). Which way do you
'Aye, that is your decision. We Elves of Aetos are
choose?
not malicious folk. We will releaseyou where we
found you and if you are lucky you may escapefrorn
the Battleglound of the Giants. No one has ever
donesobefore. .'Areyou sureyoustillwish tobe
releasednow (tum to 53)?Ifyouchange yourmind,
turn to 6-

429
You run Iast but not b€foreSnuffserkhas Dulledout
427 d daggerdnd stabbedyou in the side ideduct 2
You know that he may have knowledge of a way srAMrNA points). Looking back,you seethe image
through the siegelines so you hand over the 4 Gold of the Wizard fade. The Mage warrior screamsat
Coins (deduct 4 Gold Coins ftom the Gold box on Snuffserk, 'Fool, fool, you should have made sure!
yo1ltAdTrenture Sheet).
He is pleasedand tells you to You have been paid enough.' He strikeshis Wand-
follow him. He takesyou to a rocky coveand digs a sword at the haitor. You run away, fearing pursuit
small boat out of the sand. The boy hands you an or more t ckery.
oar and points to Karakum, the small island off the
coast. /Take the boat to the island. Land on the After a while, you catch your filst glimpse of the
north-west coastand then head for the port. There, Fangs of Fury. Before you have had a chance to
look out for the ship, the Gargu Ral1.Get on board marvel at the volcano, you hear healy feet march-
and work your passage.It'll take you away ftom ing on the rocks ahead.Do you dive to the left and
here and land vou somewherc on the southern fall into a hole that sealsaboveyou (tuln to 262)or
coast.' You suspect that the boy thinks you a de- do you get into a small trench on the right (turn
serter and it is obvious that you have sfumbled on to ]'25)?
t to-ata

ala
You take pity on the old woman. She caEies a small
tabby cat and strokes i[ as tears roll down her
cheeks. You get into the large bucket and she loweis
you into the well. It is very gloomy but you can see
no sign ofthe fiddle. Youare sur€you hear cackling
laughterand thenshe shoutsdown into the echoing
deep. 'There you are, my beauty, more food for
you.' Suddenly, a Homed Devil lunges out of the
water, grabsyou and pulls you under. You already
have your sword out. Reduceyour gKrLL by 2 for
this combat only.
HO RNE D DE V I L S K T L L5 STAMTNA6
lf you survive, you look up from the water and see
the rope still hangint down. Then you seea Bap in
the stone blocks to the side of the well. What do you
choose to do: go thrcugh the gap (tum to 68) or
climb the rope (hrm to 284)?

ar't
You reach the edge of the lower northem moun
lains. You follow the path for s€veral hours and get
432-1.33 434-135
verylost. Eventually, you come to a tavern all onits
own in the rocky lowlands. 'The Dwarfs Hammer,
proclaims the sign. There seemsto be no one aDout
and the door is locked.Do you bangon the door to t+
li
ask for directions(furn to 214)or carryon without -l#
advertising your presence(tuIn to 29o)?
!fr/
434
aJ2 You clmb down the creeper. It is a long way and
You are made to stand in two lines by the bosun. seemsto lead into a vast cavern. You finally reach
Throw a die. Ifyou throw 1-j, youjojn the leftline. the bottom and then peer up into the gloom. The
If you throw 4-6, the right line. you are then Giant is climbin8 down after you. Do you chooseto
dddressedby the Captain,a small imposingman hack the creeper down with your sword (turn to
with a patch over his good eye. He occasionallylifts
the patch to look atyou.'NowI don't want to know 327)or run offas fast as possibleinlo the dark (tum
to 13)?
who you are or why you are hete and I,m sure
you've paid va ous people handsomely to get on
this ship. All I ask of you is good honest work and You are in a cavecontaining blocks of stone with a
cubeshapeonthem and thenumber 22inscnbedon
tne reverce,
Each block weighs 1(rZamara Weights. The most
you can cafiy is 60 If vou wrsh to take a block, mark
the weight on the Adi'a turc S/reef.Do not exceed
431 Your maximum capability
You come to a slight rise above a great road. you
jump down on to the cobbled route knowing that There are six exits from the cave.Do you choose:
you must make a decision: either follow the road Exit 1? Turn to 395
and take the consequencesof being seen but get Exit 2? Turn to 366
there faster(turn to 375),or crossthi road into iire Ent 3? Turn to J42
plain that slopes up towards Lhenorthern moun- Ent 4? Turn to 40
tains and take a slower, less obvious, path (tuln to Exit 5? Turn to 233
z9o). Which do you choose? Exit 6? Turn to 187
136 a37-alg

417
You trudge along the reedy Plain. You walk for
many hours on a rough no herly headin8 with only
the rather vicious marsh-flies to relieve the boredom
(deduct 1 point {rcm your 5TAMINA) and the glow
of the Bmceletstressingthe urgencyofyour mission
a15 (mark a caDtured Citadel Wall oi the Ail|'vnture
You run alongsidethe cart asitheads away from the Sfieel).Turn to 356.
Citadel. You Euspectthat the rider was the traitor
and you want to seewhat information has changed
hands. You leap on to the back of the cart. The
driver feelsthe jolt as you land, tums round, drops
the reins and pulls out a sword.
C AR T D R ( VER sK rLL 6 sraMr NA s
If you win, you gtop the ho$es and search around
for the parchment. You find two sheets, one has a
likeness of King Elido/s new Knight Gathonian of
Kor. The second has a hastily written message: 138
J. Beware: the To(hbearer has deDarted for the You go out of the other room, oPen the door, and
North. A dlawing and more detailswill follow. S., seefour Orcs standing there. One of them screams,
You roll up the parchment and are about to destroy 'l told you someonewas in there!'They attack.FiSht
the paper when a Gry?vulture suddenly sweepi eachin furn
down, seizesthem out of your hands and flies off. S(1L L STAM IN A
You run away. Turn to 12. FirstO RC o
SecondORC 7 7
Third ORC 6 6
FourthORC 7 5
lf you survive, you reqter the secretroom, sealthe
door and rush down tfuough the traPdoor-Turn to
281.
at9-a4o 14r-442

439
You pull out your sword and strile at the Goblin.
The blow glances off his thick skin. He draws his
swold. /Scum,you are never tobe trusted. you will
now die.'He spits and chargesat you.
G O B LIN G U ARD s(rLL 5 srA M rNA 5
'Advice, eh?' You ask him the safestand quickest
If you survive, tum to 283. way to get to the Fan8s of Fury. He sclatcheshis
head, 'Never heard of it. But I'll give you some
really good advice:get out of here fast. The Rogue
Catche$ have got your face on a "wanted" Parch-
hent and there's a price on your head.' The boy
disappearsarould a comer. The villagers ar€ now
taking an interest in you, You decide to leave the
\.illa8e quickly. Tum to 39E-
140
Thetunnelisemptybut for5 StarCrystals.Youpick 442
them up and put them into your pack(markthem You follow a trail of bones and the smell of Putrid
o^ yourA.l\enlureShpet).As you arepickingup the flesh. The torchlight fades as you get further into
lastone,a small,hdirycreafurepokesitsheadout of the cave. You trip over several bodies and then,
suddenly, something large and hairy grab6 your
arms and le8s and tries to seParatethem ftom your
body. Once more you thank the Captain for his
rigolous training. 'Collapsein on yourcelf,'he used
to advise. 'Nil resistancewill lead to a lesseningof
an enemy'sgrip.' You try it and itworks. You break
free, sornersaultaway and pull out your swold.
B E A S T O F F URY s K rL L 8 sraMINA 10
lf you win, another Beastappea$ but you manage
to run through a small hole and drop down into
another tunnel. Tum to 274.
14J-144

441
You are correct ! You have sDoken the number oI the
name-thaFcannot-be-utter;d- A door oDens in the
wall. You walk into a room and see three monks
sitting in front of you. Above them is a swirling
Dragon that 6eemsto move towardsyou. Yolr eyes
meet those of the monk in the middle and he
speaks. 'Torchbearer, apologies for the deceptions.
We are the last of our Age. He. curse him, has killed
all save us because we guard the Flame, the Flame
that will be his undoins when the Sentinels re-
awaken and wleak the hivoc that is his due. Now
chooseyour liarte.Do you wish one of three bottles
(tum to 374)o! the Black Cubes (tum to 2o9)?'

1.44
The woman leaps up the cliff-hack. She says
nothing but when she reaches a certain point, she
stops, sits cross-leggedand shuts her eyes. You
stand nextto her, notknowing what to do. Eventu-
ally she opensher eyes,points to you and indicates
a path that goesback up and along the difftop. She
then smoothesout a patch in the dusty ground and
draws a tent with an insitnia of Vulture's Wings.
You tay to talk to her bu t she goes L€ck into a trance.
You leaveher there and take thc route she advised,
trudging along the cliff.
The track leads you back into the siege lines but
-!l dor,t'nbelow, amid the mess of a campaign army,
-tl you seea seriesof tents like the one drawn by the
womarr. Do you go down at once (turn to 318) or
stay where you are to observe (tum to 175)?
145-146
t 47-148
L45 447
You attack but he spins round with amazing speed
and throws some dust into the air. Your blows do
not touch him. Deduct 1 LUCK point. You under-
eshmateme, my friend,' he says, 'When young, I
was apprenticed to Mandrekk the Wizard. Any-
Battlegroundof the Giants.Ifyou are Unlucky, your way, I do not have the objecton my person.' Turn to
team has lostbut yon get 2 Blue Gems, a set of Elf_
37.J.
wings and a guide.
Make the appropriateadiustmentson theAdrrettrlc 148
Sheet.Tlurn lo 294. You stand there not saying anything. The Captain
silsdown onan uptumed stumpand tries toput his
boot back on. 'All ri8ht, you two. A third share
each.' The two soldiers draw swords and attack.
Fight eachin turn.
SKILL STA M IN A
FiTStKNUCLER 5 8
S e c o n d K NUCL E R 6 7
a46 If you win, the Captain frnally gets his boot on and
You make your way along the steps when sud_ looks up. 'Good,' he pronounces. 'You're in. Do
denly, a Marsh Fiend,a creaturecoveredin lhick something about thesebodies.'Turn to 2tE.
mud with a row of curved horns down its back and
\hdrp thin cldwson its fingers,leaps
\traightout of
rne swampdnd stand\in front of you, reachingout
ror your throat,
MAR SH FIEN D sK rLLT srA MrN A 1 (r
lf you survive, you suspectthat other similar crea
fures are waiting on this path, so you decide to
retraceyour stepsand take th€ other path. Turn to
176.
a4ra5o a5r

449 phalanx of Zamaran Knights charges in the same


You run into a troop of Goblins camp€d in the direction. Everything seems to Lreconfusion. And
bushes. In the distance,you can hear other homs then you notice a monk, fight in front ofyou. He is
sounding accompanied by screams and shouts sitting on top of a large rock wi th an enigma tic smile
Three Goblins in front of you pull out their swords on his face. His hands are frozcn in the siqn of the
and attack. Fight eachin tuln. Cubeand balancedon his kneeis a black6ox. You
walk around the rock and see four afiows sti.kins
SKIL L
out of his back.Doyou open the box (tum to 249;oi
Fi TSt G OBLIN 5 5 continue on your way (turn to 12)?
S e c o ndG OBLIN 6 6
Third GOBLIN 6 6
a5a
Ifyou survive, you seeno way out so you are fotced
You want to inake your story sound plausible.
to run back towards the Dwarf. You find that he too
'From the Citadel,eh? And you're deserting.. -
has dispatchedthree soldiels. He smilesat you and
you'd better come with me.' He keeps his sword
leads you into the middle of the camD,Turn to 26.
against your back and marches you through an
intricate se es of trenches some of which are still
beint completed. You are taken to a great wooden
wagon that has metal bars at one end. The Goblin
placesyour swordin a barreland you are thrustinto
the wagon. The door is locked behind you 'Wait
there,' shoutsthe Goblin. 'You will seethe Inquisi-
tor. She never fails to unearth the tluth '
As he marchesoff, you notice the Braceletglowing
(mark a caDtured Citadel Wall on lhe Adoenture
Sfteet).You look at your fellow prisoners.There are
two other soldiers, a woman in rags and a bald-
headed man in monk's garb. FIe is sitting cross-
150 legged,staring at you *'ith a smile on his face.He is
You move from cover to cover, hoping to meet no apart from lhe others and proceeds to call you over
one. Just then, you see a troop of mounted Orcs with a beckoning hand. Do you go to him (tum to
charging across your path. The next moment, a 306) or keep to )'ourself (tum to 5)?
152-15J
454-455

swings the Wand in the air and it turns into a long


fieD'slvord which she then turns on you_ 154
You get outside wilh your helmet on. visor firn y
If ],ou possessa Wand or r Black Cubc, fight as
down. You clank of{ towards a waiting horse that
Ilormal.Tf you hnvc nerthcr.you hd\e no chance:
has the sameinsignia as your armour. Two Dwarfs
she[ilis you in one fell blow. \ our questendshere.
rush up tohelp you geton to the horse.Theymakea
J I N X ANA sxr LL g s.r.aM rNA1 ! ) mounting blockout of their bodies;they are chained
If yrru win, yo! watch the now-transparent bocly up and seem io be around solely for that purpose.
waft awayon the breezeaccompanjcd You canter off but you are suddenly joined by six
6y a hideou; other riders.
scleam-Youenlef lhe room. Turn lo
3Jo.
You ride in silence,farout beyond the siegelines to
r53 the north. You know that you must get rid of the
You pull out your sword and strike at the axe. The patrol soyou send five of them on a sortie east.The
Coblin furns around and attacks.
one remainin8 rider will not leaveyou when asked
G O B L IN IR R EG ULA R S K ILL6 5TA M I NA6 to. She,itappcars, is your bodyguard. Do you try to
out-ride her (turn to 85) or,ust turn round and
lf you sLrrvive,leric thinks thal you were iighti|lg
attack (tum to 255)?
over who was gojng to kill him. 'yuu'll neverhdve
155
You hand over the money. (Deduct the amount
from yolurAdaentureS,cel.)You pick up the device.
Looking at it end-on, it rcsemblesthe numt'er r8.
This strikesyou as odd and you make a mental note
of it. The Tinker is very pleasedwith his sale; he
calls out as you leave him that you won't regret it.
Turn to 257.
I
I a56-a57

a56
The black-cloaked figure takes you to a tall stone
tower. You are dragged along to a metal 8ate. It
opens and then shuts behind you. You are left
entirely on your own. Then, you are propelled
{orwards into the presenceof the Wizald Jaxartes.
He sitson a lar8ethron e betweentwo wolves.At his
feet lie two prostrate Dwarfs. 'So you are the
Torchbearer.The drawing is accurate.'He looks at a
parchment and then at you. 'Now, hand me the
Iorch. Thal is all I need.' His hands stir the tlvo
wolves that sjt on either side of his throne. They
be&in to snarl at you. You step back and look
around.Apart from the two Dwarfslhere is no one
elsein the room. Jaxartesseemsto know what you
are thinking. ^t'ou feeble scurn, you cannot escape
rny Power. I can . . . what?'Just then he SriPshis
t e mp le , ' A n a h a c k . . . b u t I mu s t, n o . . . I w i l l
come.'FIe stands up and addressesthe wolves.
'Torture our guest, my sweets. My I'ower must
be directed towards battle.' He disaPPea$and the
wolves attack. Behind you is a spiral staircase.Do
you run up it (turn to 351)or down it (turn to 38oX

457
The tunnel continues acrossa deep chasm. There is
no other way over but to leap. If you do not wish to
jump, then you musttaleanother tunnel on the left
(tum to 26E).
lf you wish to leap, throw three dice to indicate the
distance, then throw one die and add it to your
158 159-a6o

sr^ M rNA to indicate the jump. lf the jump is equal 459


to or greater than the distance,then you succeed.lf You run, but youl feet stick in the marsh. The
not, then you fall and die at the bottom of the deep Goblins catch you when you have sunk in up [o
chasm. Your quest ends here. your knees. You cannot manoeuwe to fight proP-
erly. Reduceyour sKrLL by 2 for this combat only.
!f you make it across,you stumble upon 5 Triangu-
Fight eachin turn.
lar Crystalsand 5 Star Crystals.lfyou have enough
for the ransom, you mayreturn to the entrance(you S(ILL STAL 'IN A
wrll encounterno difficulties),turn to 32. Ifyou still FirstMARSH GOBLIN 6 6
need to find the ransom, vou conhnue walking and SecondMARSH GOBLIN 6 6
cometo anotherfork in the tunnel. Do you goto the
If you survive, you extricate youiself from the
left (turn to 114)or do you go right (tum to 362)?
muddy mess. Do you Bo back for the chest(turn to
158 33) or do you quickly try to find a way out of the
marshes(turn to 292)?
You get io the grain and rice store in the central
square of the village. Two drunlen Orcs have
smashed down the main door and are helping
themselves,loadrng sacks into a cart They keep
shouhng that the goods have been requisitioned
and that compensation rvill be pard. They laugh
160
among themselvesthat there are no fighting men
You get into the boat and the Goblin begins to
left in the village to stop them. One oi the locals,an
whip the prisone$, getting them to row faster.
elderly man seesyou and pleads for your help He
Half-way acrossto Karakum Island, the waves get
offers 2(rCold Coins Do vo11listen to the plea (turn
very big and be8in to rvashovei the boat. You look
to 82) or do you stay away from tToubleand leave
acrossat the other boat and see that it is sinking
the village (tum to 316)?
The chained-up prisoners are all screaming. The
Goblins and the other euards abandon the boat
and swim over to your vessel.Your boat makes it
safely acrossand you land in a small harbour. The
pnsoners are marched off and you are told to join
one of Lwolines of soldier;. lvhich line do you ioinl
the left (tum to 227)or the dght (turn to 394)?
16r-162 a63-a64

16a a5t
She points at the three figures then points to herself You rush down to heh the girl You pluck her up
You memorize the figures: they are all alike except and carn- her into a dumD of bushes. The Orcs
that dagSerhands and shield hands are in different retum t; the sceneof the aitack and begin ranting
compassposihons. and screamingat each other (add 2 Points to your
LU c( score).\ /hen they eventually go, you sit the
IIRST SECO ND THI RD girl down. She sounds remarkablycalm now. 'You
Daggel are the Torchbearer,the One sent to rekindle the
lland: N"o.th-West South South-West Flame that will destroy our oppresgors.I am Kim-
Shield C)na, a Seer and Wazari-to-be. You must accom-
Llatd: South-West North-West West pany me to the Bastion. There you will receive
She then makes the sign of the Cube with her open important knowledge. We are the Hope of the
palns Tum to 272. Future, of the Reli&ion-whose-name-cannot-be-
uttered.' You are amazed by her knowledge and
a62 promptly agreeto go with her. Tuln to 64.
You are in a cave with a key hanging on the wall by a
tiin cord. Besideit hangs an inscription:

xi, iT.^),41*
Do y'oudecideto cut the key down (tum to 1E3)or You do asyou aredirectedand dropinto a field. You
pull at it (tum to 94)?Therearethreeexitsifyou do look back at the road leading to the main village
not want a key o! alreadyhaveone.Doyou choose: gate. Six black-cloakediders are paholling up and
down. You keep in low profile, closs streamsback
Exit 1? Turn to 2o1 and forth, double-double-back,jump a few trees:in
Exit 2? Turn to 1o7 fact you do all the things that Captain Laski taught
Exit t? Turn to j42 you in 'losing the scent' exercises.When you are
sufficiently dear of the environs of the village, you
climb a tree and lookaround. Aheadyou seea great
forest (turn to 357) and to the right is a .oad that may
or may not be Salik s Way (tum to 172). Which rcute
do you take?
a6'-a66 167-a68

a67
You walk out of the inn as though unconcemed.
The manfollowingyou eventuallyputs his hand on
your shoulder and stcpsyou. lle turnsyouaround,
peers carefully at your face and then Pulls out his
sword, saying, 'You're mine! Prcpareto die '
RO G UE CA T CI -I E R sKILL6 srAMlNA 8
a65 Ifyou win, you run o{fand leavethe village quickly
You have entered on Level 4. You are in an int - Trun to j98.
cately car-vedcorridor. A voice booms out from a
distance, 'Yours is the Way of Balance.Look for- 158
ward. Fearnotand crossthe chasm.'A narrowrope The tunnel headsever downwards. Suddenly, four
appearsin front of you acrossa chasm.Throw two sheetsof fire appearat various distancesin front of
dice until you throw a double Count the number of you. You must cross them. lf you have 4 Black
times it takesvou to do so. Deductthenumber from Cubes (deduct them fiom yo.llf At11)enture SheeL\,
your STAMTNA.Tum to 231 you cross safeiy Ii you lack any cubes/you must
brave the mferno. Deduct J from your srAM IN A for
166 any fire wall yoLrmust pass without a Black Cube
You leap through the white-hot flamesand coals.lf
you have a Black Cube in your possession the If you survive, the tunnel dlvides left (tum to 229)
flames feel strangelycool You get outside the cave and right (turn to 393).Which tuming do you take?
unharmed (deduct 1 Black Cube from your Adzen-
ture Sheet).lI yorhave no BlackCube, then fhrow a
die and deduct the result fiom your sr AMr NA, then
leduce your s(rLL by 1 point. You have beenbadly
injured but have escapedthe Giant, who does not
follow you.
You look around at the counhyside. You seea\ /ood
to your left and a flat plain in front of you. Both lead
north. Which way do you choose: towards the
woods (turn to 21o)or the plain (turn to 282)?
rq-rv
a69
You entet a bustling inn, full of men, women,
Dwarfs, Elvesand Goblins. Thereis so much noise
you have to shout your otder to the man at the bat
and you pay with a few iron coins. You relax in a
friendly atmosphelefor severa.lhorrs (add 4 points
to your STAMTNA).You are leawakenedto tlre
urgency of you! questby the glow of your Bracelet
(rnark anotherbreachedCitadel Wall on the ,4d.ar-
tue Sheet).
You get up to leave when, suddenly, the door
bursts open. There standsa blazingFire Demon
holding a burning scmitar and wea ng skange
fiery armouraroundits largewings. The inn is in
furmoil, chairs are upset in the rush to get away
from the Geature. Do you stand and fight (tum to
1ro) or run b€hind the bar, iike most of the othe$
(tum to 242X
470
You walk alonga row of giant egts and take 1 Multi-
Coloured Gem from the top of eachone. The eggs
crack and spew forth a foul-smelling liquid as the
Gem is taken. You get more than enough for the
ransom Lrut, suddenlp a giant claw grabs you by
the chest and lifts you up. You seea huge King-
Dragonman.The creatuleclosesits grip on you and
your body is-aushed.You! questendsherc.

r71
Out in the stre€t,the boy sits on a fence.At his side
is a vast, horrible crcafure.It is coveredin hair and
173-174

towers over you, grunting and clutching an axe. . . . if you give us all your valuables.Now what say
The boy is obviously excited. 'I will bet you can't you?' Do you agreeto let them have all your Gold,
beat the Thing here. Come on, I want to seea fight.' Gems and Crystals (turn to 253)or do you stemly
You feel yourself being pushed towards the qea- refuse (if you have no valuables,you must Efuse;
hrre. You have no choicebut to pull outyoul sword turn to 76)?
and attack.
a7i
THE T H I N G S KT L L 5 S T A M IN A 9
The man standsby a tree-trunk with his axeover hls
lf you suruive, the boy seemsa little disappointed. shoulder. He speaksto you in gentle, harmonious
He beginsto ambleaway but you remind him of the tones.'You are the Torchbearer.Thequesthas been
bet. He remembers,'Oh, yes. A Sorcerermustkeep prophesied To begra . . . we must have complete
his wod. What's it to be: money, food, or advice? Trust. Shut your eyes.' You do so and feel the swish
Thafs what you people are always asking for.' of the axe-bladeover your head. Do you move to
What is it to be: parry theblow (turn to 359)orstand stock-still(tu!n
to 2E)?
Money? Turn to 232
Food? Turn to 95
474
Advice? TuIn to 14a
The Wazani Knightlooks to the squir€who speaks.
'You have fulfilled the ProDhecvof Kei-Okano.You
must go to the Homrath taves and find the Key.'
He pulls out a bag. 'These will help you passwalls
of fire.'He hands vou 6 Black Cubes (add them to
The well-made road enablesyou to travel at a good your AduentureShiet).You are Lhenfed and rested
pace. You can also get warninS of riders appJoach- (add r point to your SKILL and 6 points to your
in8 from a great distance by listening carefully. You s rA MrNA ),
feel safernow, away from the siegelines. Suddenly,
one of the cobbles in the ioad flips over and a The squire takes you to the gate and points out a
metal trap springs out, catching you! ankle. You are flat+opped mountain.'There lie the Homrath
trapped! Then you s€e two rogues corning out of the Caves that lead to the Fangs of Fury. They hold the
bushes. They aie dirty and ragged but have a wild Key.' Nothing else is said. You pass throu8h an-
look in their eyes.You pull out your sword as they other opening in the wall of fire, but this time you
approach.'Peace,traveller.We do not want to fight seeno sign of the besiegers.
a75-a75 a77-ry4

You find the path very easyto follow and continue


alongitfor severalhours.Eventually,you cometoa
very strangespectacle:on top of a tall pilar is
chaineda youngboy. He is beingattackedby two
Dragonmen.Theboyscreams forhelp.Do you help
(tum to 52)or carryon towardsthe mountain(tum
to 1,94?
l'
' :jr
475
You observe the activity below you in the camp. 477
Suddenly, you hear a h^rigbreakbehind you (add I You can hear vap;uesounds of pursuit but you are
point to your LUcK score).You turn tound to see grate{ul for the forest that keeps you hidden. Sud-
two roguescreepingup onyou. They carry bundles denly, an arrow crashes through the leaves and
of swa8, swords and piecesof armour. You guess implants itself in a tree-trunl. You look at it as a
that they are making a living by waylaying solitary smoky mist is releasedand then hear a scrcam, 'l
soldiers.They attack-Fight eachin tum. have detectedthe One you seek.Fire in that direc-
tion!' You are immediately showered by a mass of
SKI LL
FirstROGUE 4 6
SecondROGUE 5 7 TeslltourLuck.lf yott are Unlucky, one of them hiis
you in the arm, Throw a die for the amount of
If you win, you make your way down to the tents. srAMrNA you lose,
TuIn to 338.
You weave in and out of the bushes,making your-
a76 selfa more difficult tar8et. Do you decideto climb a
The forest path becomes quite dark The tall trees tree (turn to358) or head for an outcrop of rocksiust
tower over you, large dark birds flap overhead and ahead (tum to 56)?
small furry creafures scuttle about the lower
branches.Occasionally,you seeh{in shaftsof flame 178
that burn for a moment then go out. Just then, the The stepping-stonesget bigger, the near€r you get
path skirts around a smooth mound. Do you climb to the fofiress. From a soldier's point of view the
up the mound (turn to 232) or carry on along the building does not look very easy to defend: too
path (turn to 317X many windows, not enough firing angles and
r79 18o-a81

rrrJnenble to catapult attack- You find a set of stone a80


steps that lead to an open gateway. There is nobody Turning iound quickly, you feel a sword stab you in
about. Once inside, you realize that you are in a the side (deduct I point from your sxrrr and 4
monastery; religious sy.mbols, bells, prayer cubes points from your srAMrNA). You lace a terrified
abound but therc are no people to be seen. In the Goblin who is holdine three bottles in one hand,
middle of the central courtyard stands a giant You reach for your sword as he calls out to the
cauldron that is belching out a heavy black smoke. others, 1fs the one Jaxwants. Come on, you two.'
You decide to look arcund. Which way do you They both tum round One of them is incapable
choose:left to some doors leadingoff the courtyard and collapses on the stone floor. The other Orc is
(turn to 3m) or up the status on the right (turn to fiercer under the influence of the drink. Fight each
a$\? in turn.
SKILL STAM TN A
GOBLIN 6 6
ORC 7 7
If you survive, you know that you'll have to be very
179 careful. You susrrect that all this devastation is
You run into the doorway. The handle tums andthe connectedwith your mission. You decideto investi-
door opens easily. It is dark and you stumble gate upstairs. Turn to a93.
around until you fall over a largebox, Someonecalls
out toyoutobe quieti you donotmove. Eventually, aBa
a Dwa comesin, 'lt's all right, they've gone.'The You mount the horse, 8mb the reins and slip your
shuttersare opened and you find yourself among a feet into the stilrups- The horse begins to walk back
group ofa dozen men and women. One man, who in the direction it had come from. Suddenlv, the
smells of tar, asks you what you want. You reply in reins ensnareyour hands and your feet stick in the
all honesty, 'To l€avethe island and get away from stinups. You are powe ess to do anything as
the siege.' Another old salt with tarred pig+ails the horse gallops off and eventually stops in
stumblesup. 'Aye, they all want that,' he points to the middle of a group of black-cloakedmounted
therest of the group. 'Ifll coslyer 5 Cold Coins.'Do figures who then begin to squawk with delight.
you acceptthe offer (tum to 45) or, ifyou cannot or Your quest is over. You have been caught by
do nol want to pay, refuse and leave the room (tu:rn Jaxa:rtes'own Mage Warriors. You are powerless
to 106)? to escaDe.
a82-a83

a82
The girl is in tears. She thanks you, hands the sack
to a waiting cart-ddver and then runs olf to the door
of a building on the left. You guess that it is the
village school. A minute or two later you hear
screaming and a coarse, threatening voice, 'l'll teach
you to get here on time.'You hear the sound of a
cane swishing through the air and then a tearful
scream. You go to the window and look in. The
teacher is hitting the little girl. You cannot hold
back, so you ente! the classroomto explain but the
teacherdoesnot listen. He attacksyou with the cane
and hits you over the shoulder. You get angry, pull
out your sword, and slicethe canein two. You grab
him by the shirt ftont and lift him off the ground
until he has unde$tood the reason for the girfs
lateness. Reluctantl, he accepts the story and you
leave the classroom.Just then, a trumpet sounds
and all the people in the road run towards the west
side of the village. Do you follow them (turn to a58)
or do you stay to see that the girl is all right (turn to
2a?

183
You cut the co.d and take the key. Another key
magically appears in its place (mark the key on the
AdoentureSheet).
There are three exits. Do you choose:
Exit 1? Tum to 2o1
Exit 2? Tum to aoz
Ent 3? Tum to 342
a84-aE6
187-188
184
them on the Adurent!,reSreet). You realize that he is
They stop when they realizethat rhey've gota fight
on thejr hands. One of them placessomethmgin his rc-enactinggomekind ofritual. Do you run towards
the dark end of the cave(turn to 31) o! do you race
mouth and you hear a high pitched whistle, your
towards the frc'nt (turn to 222)?
horsebegins to tear violently and throws you to the
gronnd. Testyour Luck. lf you are Unlucky, one of
the hoofs hits your head (deduct r pojnt from your a87
sKrL L ).
You are in an empty cave. There are sorne chalk
markson the wall:
Ihe Orcs laugh, take the horseand ride off. you get )
up and dustyourselfdown.Thenyou standon a tall ly'*;r.+,-l.r
.A r'..' ryY,er$\,r'\
rock and look over the smoky b.t lefield.Turn to \,rH
^ '\,\'\
There are three exits. Do you tale:

185 Exit 1? Tum to 245


You get to the clearing. It opens out into a reedy Exit 2? Turn to 135
plain, featurelessbut lor the spiky rceds. You are Ent 3? Tum to 23f
bitten mercilesslyby particularly nasty marsh-flies
(deduct r point from your srAM r NA). Tum to 355. 1E8
The small craft is difficult to control in the shong
sulif but you pe$evere (deduct 2 points from your
185
He looks at you expectantly,as though he knows sraMrNA). Eventually, you land safely on the
the answerhewants. You look around the caveand north-west side of the island. The coastis deserted.
point to the dark end of the cave. He grabsyou in You leave the sandy bay and follow a goat-hack up
one hand and a bumjng log in the othe! and takes to a rise where you catch sight of the little, smoky
you deep into the cave. It is littered with skeletons. harbour. The track leadsyou into the back alleysof
the port. Sloping cobbled stone alleyways lead
down towards the quayside. Suddenly, you hear
screarnsand severalpeople run past you into door-
ways. Someone shouts, 'Run! It's Ostragoth's
Press-Gang!'Do you runinto a door to theleft (turn
to 179), one on the right (turn to 10) or do you
choose to run back the way you came (tum to 236)?
;

18f1 9 1 a92-a94

492
a89
you must try to stay with a crowd. Crawling through the haps, you are amazedat the
You know that
purposeful and head towards the grouP
work involved in building them in iust a few weeks.
You look
You stop at a pile of rubble, look up and then you
when, suddenly, a Goblin sergeant gmbs you by the
seea glimmerof light. Turn to 118.
shoulder.
'Where do you think you're 8oing, scuml'You Point
to the field of soldiers. 'Those are EIITE trooPs, 493
You yr'alkupstairs. There are cubesof various sizes
while you are ScuM and obviously NEw to this
army. (CursetheseconscriPts.)You will comewith all over the place, some are hanging lile bells from
ME. It's the Irregulars foi You. Left . . . Left.' Turn the ceiling and ring gendy in the light breeze. Just
to aol,
then, the Bracelet glows (mark a captured Citadel
W all on the AdoefltureSieet). At the top of the stairs,
aga you find a long gallery with a number of doo$
leading olf it. Scattered and bumt parchments
You cannot do it. The war_chariotthunders down at
flutter about in the dense black smoke that rises
yon. Testyour Luck.If you are Lucky, the chadot
from the cauldron. Which side of the gallery do you
wheels break the chains but you are hit by one of the
walk along fust: the left (tum to 319) or the dght
horse's hoofs and knocked out. Turn to 3o3. If you
(turn to 87)?
are Unlucky, you starein horror as the chadotheads
straight foryou. The driver doesnotbother to stoP
Your quest is over. 494
You begin to climb towalds the flat-topped moun-
aga tain. It is a long and arduous climb that involves
You entei on Level 5. You are in an intricately dropping dorrn into canyons and then climbing up
carved corridor. A voice booms out. ifou have out again. (If you possess no EIf-Ryer wings, de-
found Elements of the True Way. Ploceed ' A red duct 4 points from your srAMrNA.) Eventualli you
light floods the corddor and you feel strong and get to the top of the mountain. It is strangely flat and
confrdent. Restore either SKILL or Luc( to your smooth with three holes, each roo oaces from each
original score.Tum to 231. other, forming the points of a triangie. If you wish to
jump down into one of these holes, turn to 339. If
you want to ca:rryon over the mountain and pick up
a track on the other side, tum to 99.
a95-a96

495
You continue to climb until you reach the top of a
rccky crag. You see some high chalk cliffs ahead
that are far too steep to climb when, suddenly,
something leaps over the top and swoops down at
you. A metal daw gleams in the sunlight. You pull
out your sword but recognizean Elf. He seesthe
sword and veers to one side. He has a wing-like
structure attachedand stretchedbetweenhis hands
and feet that gives him great aerial prowess. You
attackbut miss just as others appearover the top of
the cliff. You begin to run.
Test your Luck. If you are Lucky, you drop into a
smoky valley that shields you from the eyes of the
Flyers. Tum to 212. If you are Unlucky, a heavy
obiecthitsyou on the headand you loseconscious-
ness.Deduct 2 points from your srAMrNA. Tum to
244.

a96
You begin to look for footholds on the sheer cliff.
Throw a die six times and mark the series of num-
bers on the Ailoenture Sheet. This is the landom
position of usable holds. Throw a die six times
again, thi6 is the line of descent. lf any numbe$
match in the series, you find good footholds, other-
wise you will have to spend time and enerBy hack-
ing out new ones. Deduct 1 srAMrNA point Io!
each of the six footholds you have to chisel out with
your sword. Evenfually, you reach the bottom.
Tum to 219.
197-499 20l,

an rnore the sand falls in from above. (Deduct 2 points


You walk along the sand for s€veral hundred Paces from your srAMrNA.) Eventually, with a grcat
until you come acrossa skeleton.It doegn't look all heaveyou push the last of the sand away and you
that old arld has traces of blood still on it. You are blinded by the sunlight. You easeyour way out
continueand are yet again puzzledwhenyou reach of the sandy hole. You find yourselfcloseto the sea,
another stdpped gkeleton. You dlaw out your by a sand dune to the eastof the Citadel. Ahead of
sword and carqr on. This time you come to an old you, in the Bay ofSharks, Ostragoth'sWar Fleetlies
sea-chest,half-buried in the sand-Through a small at anchor. Just then, a gruff voice shouts at you,
gap you can see many Gems inside. Do you open 'That scum, come here!' You tum rcund to see a
the chestand grab a handful of Gems(tum to r97) or man in a sergeaflt's unifom and a group of soldiers
do you leaveit alone (turn to 97)? shaining againsta siegecatapult that has got stuck
in the sand. Do you run over to h€lp (turn to 70) or
198 rush off in the opposite direction and hide in the
You pull out the cork. There is a foul smell and a sand dunes (tum to 278)?
sli8ht hissin8 noise, You peer into the bottle and
then drop it- You turn around to see a fat man
dressed in golden bangles and exotic robes- He
breathesin the air. 'Aah, ftee at last! Thank you,
kind traveller. It has been an Age since I last
breathedthe air.' He draws out a Star Crystal from
his pocket and hands it to you. You take it (add the
Crystal to the Gem box of yovr Adunture Sheet) . He
walks away, then after a few pacesstops and fums
around with a very ugly look on his face-He picks
up a pieceof driftwood and slamsit againsta rock.
The rock explodes. 'Kill, kill, kill,' he screamsat 2l'0
vou Do you run (tu!n to to) or chooseto fight (tum The shallow river-oath seemsendlessbut eventu-
to 329)? ally the trees are not so tall and begin to be more
spaced out, and the sunlight begin 6 to filter through
199 to the ground, You hear the sound of rushing water
You begin to dig. Althouth at {irst easy, you soon and stop at a deeper river that meets your tributary.
realize that the more you dig along the wall, the Across the river is a sturdy wooden bridge and just
207,-202 2O3-2O4

discemible on the other side is a camp-fire with hear a yowling sound and decide to leave but you
three figures sittint around it cooking something knock over a ledger that appearsto accountfor Spy
that smellsverygood. Doyou crossthe bridge (tum Expenses.Do you taketime to flick through it (tuln
to lo9) or cautiously avoid it and cross the rushing to 254) or rush out and up the stairs (turn to l5r)?
stream (turn to 8)?
203
You follow the woman out of the tent. She moves
2l,4
You are in a cavefull ofblocks of stonemark€d with quickly and stealthily ftom cover to cover, rnen
the symbol of a mushroom. Each block has the drops down jnto a trench. You try to keep up with
number 50 engravedon the reverse- her as she takes you through a repair yard, pagt
some chained-upElvesand into a clump of woods.
Each block weighs 10 Zamarra Weights. The max- Here, she sits down and you rest (add 6 srAM rN a
lmum you can carry is 6{)Zamarm Weights. lf you points). She does not say a word. You ask her who
rtish to take one of the blocks,mark the weight on she is and why she helped you, but all she does is
the AJoenlureShect Do nol exceedthe mdximum. draw somethingin the dirt. All ofa suddenyou hear
There are four exrts.Do you choose: something crashing through the undergrowth. Do
you wish to look at the drawing more dosely (tum
Exit 1? Tum to 241 to 161)or not (tum to 227)?
Exitz? Turn to 162
Exit3? Turn to t42 204
Ent 4? Turn to 366 Satisfed that you are nol whoever they are looking
for, the riders set off. You stareat Peg-teg and then
202 rememberthe 5oo Cold Coins. 'But I don't hav€ it,'
The door opens easily. You are in a library, full of you tell him. 'I know you don't, but I also know
old books,half-open, piled up on top ofeach other. whele you can 8et it. Out there in the Dragonlands!
You flick through the papels and find a stack of Dragonmen love hoarding jewels, Gems and the
parchments with drawings of all the Zamarran like. Take this path out to the Caves.Return with
Knights. Each has a scrawled description and is enough Gems to trade for 5oo Gold Coins over
siSned 'S'. You realize that these must have been there.' He points to a trading post. 'I'll be waiting
supplied by the traitor. Just then, you come across here.'You get up and walk into the trading-post to
vour o\a'n likeness in the pile, with the legend check the market value of vaious Gems. Tum to
Torchbeare/ inscribedunderneath. Suddenly, you t9.
205 206-2O7

26
You get off the horce when all is dear and take off
the hot healy armour. lvhen the armout crashe8 to
the ground, the horsebreaksaway from the branch
you tied it to and gallopsoff. Inside the armour you
find a small purse containing 5 Gold Coins (add
these to yo]ut AdoenturcSheet\.You rest and look
205 around(add2 pointsto your srAMtNA). Thenyou
The Orcsleadyou towardsthe west. One of them noticethe Braceleton your wrist glowing (marka
holds a small op€n chestand is in the processof captuled Citadel Wall on the AdamtureSheet)and,,
dividing up what you guess to be the old man's recalling the urgencyof your mission,you get mov-
Gems.The Orc hands his companionone Gem. ing again.You find a trackleading to what lookslike
'Onefor you . . . onefor me.'He giveshim another the river (turn to 20)and anotherleadingto a wider
cem, 'Two for you . . .'and takestwo for himselt road (tu!n to 365).Whichway do you go?
'two for me.'The secondOrc cannot work out
what's wrong but is getting suspicious.The smart
Orc hands hirn another Gem, 'That makesthree for
you,' and then takesthreefor himselt 'and threefor
mel' The gullibleOrc eventuallystopshim, 'Hang
on a minutel' he shouts.They stop to argue,You
stand there by a small pool of water, rcmembenng
the old man's last words. Do you leap in the pool
(tum to 293)or do you try to get the Orcs to fight
b€tweenthemselves(turn to 2r4)?
You walk alongthe clifftop until you find yourself at
rr'fr
6t
the main siegecamp.You are amazedat the dif-
ficulty you are having getting away from the siege
Iineg. Below, you notice rows of tents each with
commanders' omamentalarmour standineoutside.
Thepath headsdown. Do you go down thepath at
once (turn to 338)or do you stay to obseryefor a
while (tum to a75X
2o8-2r0

2l}E
You get into a brightly coloured rowboat and the
Dwarfs begin to pull at the oars, They are very
pleasedat getting a customer. The boat is old and
leaks.Now and then, one cf the Dwarfs bailsoutthe
waterwith agleen cup. You are gratefulfor the rest.
You ask them of any dangers ahead to the north.
Skiff tells you of troops of Orcs, soldiers and
Goblins on raids of plunder but nothin8 else. Sud-
denly, Sprig shouts'Giany and both of them disap-
pear over the side of theboat. You tum around just
as a giant hammer cmshesinto the boat. Iesf yoi.r/
Ltck. ll yo.u are Unlucky, you are showered with
wooden splinters(throw a die and deductthe result
from your srAMrN A points).
The boat sinks with you in it. Then a large arm
reachesinto the water and plucks you out, Do you
draw your sword and stabat the Giant (tum to f88)
or go quietly without a struggle (turn to 5o)?

209
You stretchout a hand and grab at the pile of Black
Cubes(throw two dice for the amount you seize),If
any remain, they disappear. Turn to 9.

2ao
As soon as you enter the woods you feel an eerie
foreboding. The trees are twisted and gnarled,
warped and hideous. You feel that someone is
watching you and glimpse furtive movements out
ofthe comer ofyoureye. What strikeoyou as oddis
2aa-242 2a1-214

the lack of any bud life or noise of any kind. What nt


strikesyou as €ven strangeris the way the path you The old man standsnear you, still insistent, but is
were following is now completelyblocked both in pushed out of the way by one o( the three from the
front and behind. Everything gets dalker and the comer table, He looks at you carcfullt lhen con-
trees appear to grow visibly in front of you. You sultsa parchment.You suddenlyrealizethat he and
decideto get out, so you strike at the brancheswith his friends are Rogue Catcherg,mercenarieswho
your sword but to no effect. lf you have a Wand, Iive off the rewards offered for criminals. He pulls
turn to 4E-If not, then tum to 295. out his sword as he shoutsto his two companions.
They gather and attack. Fight eachin turn.
2aa
S KIL L STAM IN A
You reachfor the keya4dremove it slowly from the
hook. Suddenly a sheet of flame envelops you. If FirstROGUE CATCHER 6 6
you do not have r BlackCube, deduct 1 point from SecondROGUE CATCHER 5 I
your sI<rI-L and 4 points from your STAMrNA: you ThirdROGUE CATCHER 6 7
are badly hurt. lf you do, just deduct 1 BlackCube- If you survive, you make a rapid exit out of the
You put the key in the lock arrd open the heavy vila8e. Tum to 398.
door. You enter and lock it behind you. TuIn to 259.

Whenyou get to the bottom,you canseenothing.


Suddenly,you seethesourceo(the smokeandhear
the playful squealof two very young Dragonmen.
They scurry around, flapping their wings and
breathing fire at each other. You seebroken egg-
shellsnearby and guessthat they are only recendy 244
hatched. Seeingyou, they scuttleto you and run in You bang on the door. Evenhrally, a sleepyDwarf
circlesaround your {eet. You realizethat where appearsand shoutsthrou8hthe thick barreddoor.
there are yount theie will be adult cleaturesnot 'Go away,we'reclosed.'Youaskfor helpin getting
very far away and sure enough you hear the flap- your bea ngs north. Suddenly,he looksat you as
ping of very largewings.You tryto getto cover.Do thoughfor the fimttime andperksup. Thedoorflies
you run into a nearby cave (tum to 115) or stay open. He comesoul of the inn holding a short-
outside behind a rock (tum to 29)? sword, looks at you carefully and then tums rcund
245
2a6-2L7
to look at a parchment stuck on the inn wall wilh escape/so yo, will also die. Thays the law in this
army.' He whistles and a second Goblin arives.
You have no option but to pull out your sword and
attack first. FiBht eachin t;In.

SKILL STAM IN A
F iT s I G O B L I N s 5
SecondGOBLIN a 5
If you suwive, you notice the Bracelet glowing
(marl a captuied Citddel Wall on yout Ailaenfurc
5treet).I urn to 28f.

21t)

The Goblin pokes his sw6rd at the Dwarfs neck.


relishingthe
_sport.Then he sees
dnotheridea.'Come
you and geti
here,scum.you-letthis D;arf
218 249-22O

24tl 2r9
AJter several hours of sitting around, watching tlre You walk alongside the deep pool then pick up a
well-disciplined regiments march past, you realize small track. At various places you find bumt-out
why they'rc called the hregulai8. There is no order camp-fires. At one of them you kick something
at all. Disputes flare up, fights break out, people round and white It turns out to be a skull, To one
stabeachother. Suddenly, however, with no word side you see 2 Black Cubes and you pick them up.
of command being issued, everybody gets up, picks Add them to your Adwnt re Sheet.Tnrnto 74.
up their own particular weapons and moves as a
mass towards the siese lines. You walk with the
rabbleand seea comptny of mounted Orcswaiting
to engage a force of Zamarran Knithts who have
just chargedout of the Gtadel. The tacticsare very
simple. Ihe Irregulars charge at the I(nights, slow
them down and any that get through are dealt with 22l)
by the Orcs. You trudge through the mountain valley breathing
in the pungent smokefrom the volcano,Just before
A squad of Zamarran Knights chargesstraight at you climb up a small rise you unexpectedlycome
your group. One Zamarran, who you rccognizeas acrossthe richly dressedfigure of Snuffserk, King
Pedc of Innac, is unseateddose to you. The weight Elido!'s Chancellor.He has a very worried look on
of his armour holds him down. A Gobln runs over his face as he approaches 'Thank Heavens you've
andpreparcs to cut his headoffwith anaxe. Doyou come. They've captured the Wizard Astragal and
decide to help Peric (tum to r5J) or do you choose to myself. They will kill him ifyou don'thand over the
mount his horse and break out (turn to 72X Torch. They've sent me to negotiate.'He leadsyou
to a gmall cave.Astragal is chained up and a black-
cloaked Mage Warrior is about to plunge a Death-
Spell Daggerinto him.'Don'tdoit- Never mind our
lives. Co!Get away!' screamsthe Wizard. Snuffserk
stands there waiting for you to hand over the
T6!ch. You touch him on th€ shoulder, fearing an
illusion,but one touch confirmsthat it is rea[the.
Do you hand over the Torch (tum to 2a) or run away
as fast as you can (tum to 129)?
You know that you are faston your feetand that you
hold the element of surprise. As you secureyour
pack, ready to run, the Bracelet glows (mark a
captured Citadel Wallo the Adoe ture Sheet\.\o1i
take a deep breath and race acrossthe bridge. Six
Orcs see you and are soon giving chase, some
running much faster than others. Throw a die for
the number that keep up with you. This number
does not relent and after a long raceyou are forced
to tum and fight. Fight the number of Orcs shown
by the die.
B RI DG E G UA RD O RC(S ) s K rLL7 s r A M r N A 5
lf you survive, you raceon. Turn to 122.

You stagger on when, suddenly, a fireball comes


hurtling towards you, You duck down and scrabble
in the dirt as it passesove! you. If you possess1
Black Cube, you are unhurt. Deduct the cube from
yottr Ailuefiture Sheet total. If you have no Black
Cube, deduct 4 points fiom your srAMrNA. Tum to
22t-224 24

Justthen, you hear a sweetmelodiousvoice,,Come


back here. You must comeback,' It has a magical
attaction that you lind hard to resist. Thlow-two
dice.IJthe resultis greaterthanyour sTAMTNAyou
catrnot stop your6elf from hobbline back to the
figure. He tiirows you on to the chariit and racesoff
at Breatspeed.Tum to a56.
22j
You enter the tent and find a doaked figure in the If your suvrNl is equalto or greaterthan the
dark rece8ses.He speaksto you, 'l havebeenwait- attraction, you re8i3tby concentratingon an image
ing fo! you. Come,pqt on this armour.'You look of Astlagal the Wizard. The figure sit6 down, ex-
astonished and distrustful. He seesthis on you. hausted,and the magiccallfadesaway.The figure
face.'Fearnot,' he whispers,'the Word hasbeen finally leaves,and at-lastthe rnagicbondsrelease
written and passedamongthe Wazarriwarliors. you. You find a track and proceedcautiou6lyalong
They and their allies will help you whenever they it. Turn to 267,
can. You are the Prophecycome true of the New
Age. The Winter will be oveD you will fire the
Spring. I am what you may term a spy. I gather
information for the Silent Knights. Now, quickly,
put on thisarmour,helmetandvisor.Youmustdde
a pahol north. The rest is uP to you, GoodLuck.'
Add 1 point to your LUcx scole.Turn to 154.

You point out the mistake to the one who s losin8


out. He looks very cross, pulls out a sword and the
two begin to ffght. Then the unbelievable happens: Everybody in the inn kJp" still and seems
they manage to stab and wound each other fatally. lo be waiting for something-r.ry
to happen.The Fire
You can only just hobble away to a nearby bush Demonsuddenlydisappears. Thenthedeepboom-
before a large war-chariot arrives and a black- ing voicegetslouderandheavystepssounduntil a
ctoakedfigure walks about sniffing at your trail. The small boy appears,wearingcuFdownmagician's
figure seesthe dead Orcs, spits and cu$es them. robesand a hat that'sfar too big for him. He looks
226

around at the mess and sPeaksin a hiSh-Pitched


voice: 'l want someone to Play witlt.'The other You are marched off to a long field surrounded by a
peopleall cower and try not to catchhis eye. '\ y'ho's high wooden fence. The Goblin in charge marches
it tobe?'Do you volunleer(tutn to Jor)or keepquiet up and down in hont of you, shouting, 'You are the
like the rest (turn to 23)? dregs, you need stiflening up. I've nodced you
wavering in severalrecent attacks.This group will
226 be made an example of. Now line uD.' You are made
You light another torch as a grouP of bats flutter to line up. Throw one or two dice (your choice) to
around the top of the tunnel. Looking up you see determine a position in the line. The Goblin points
Blue Gems embedded in the roof of the tunnel. You to an archer at the other end of the field and a hench
stretch up and hack,at them iTith your sword. half-way along. 'Walk to the trench and you will be
Throw a die for the numbel you choP out, but safe. Anyone running or going in a different direc-
deduct 1 point from your srAMrNA for €achone. If tion will be killed immediately by other means.' He
you continue, the tunnel leads down to a large toys with a Wand in his hand. The group begins to
cavem. You put your torch out as you see an amaz- walk towards the hench as the archer besins to fire
al them. Throw one die twice, then two-dice twice
for where the arrows hit. It any of the four numbers
Senerated coincides with your position, then you
are hit by an arrow through the chest. You do not
see that it is full of Gems. lt Pulls out a Gem and survive. Your quest is over. If you get to the trench,
placesit betweentwo of its scales Then it shuts the the group is rounded up. Turn to 394.
chest and takes it to a room on the left. It locks a
metal door and placesthe key on a hook by the wall.
Do you attempt to get the key (tum to 39o) or do
you pass by and carry on along the tunnel (turn to
a57)?

2'j2t,
You place the last block in position and the door
opens to revealyour firstview of the Fangsof Fury.
It is larger than you imagined but very distinctive,
like frve upraised dragon fangs around a smoking
229 2lo

centre. A path sweePsdown towards it. The door You have trespassedinto the m6t saced oI plac€s.
clangsshut behind you and then disaPPears into Prepare to die.' Fireballssuddenly shoot out lrom
therock.A blackshadowcrossesin frontof thesun. the end of the tube straight at you. Testyout Lu.k
threetimes.UyouareUnluckyon anyoneoccasion,
deduct 4 points from your srlurrv,l; if you are
Unluckytwice,deduct2 pointsfromyour sKrLLas
well. If you are Unlucky on all three occasions,you
are killed, your quest is over.
(tum to 92) or the centrePath (tum to 285)? lf you survive, you run towardstwo tunnels. Which
doyou take:theleft (turnto 375)or theright (turnto
t4\?

210
You wake up when someone throws a bucket of
water over you. You fnd yourself among a group of
thirty sitting in ttrc forward hold. Your eyes begin to
Iocus and you see the glow of the Bmcelet on your
wdst (mark a captured Ciradel Wall on lhe Adoe '
ture Sheet). ASea Orc stomps past and orders you all
to assembleby the mizzen-mast.The others trot off
and you follow. You wait for the arrival of the
Captain. He arrives and you recognizehim: Cory-
229 Ander, a criminal who escaped the 6bbet in
You enter a chamberfull of dead bodies laid out on Zamarra a few years ago. He pacegup and down
tombs. Each body is that of a monk of Sreat ag€. striking out with a whip at anyone within reach.
Scatteredabout [h" floot u.e seveml skeletons of 'You,' he points his whip at the group, 'have the
honour of fighting in Ostragoth'sFleetofConquest.
You arepressedfor life or 25years(whichev€ris the
shortest)-Now, form twolines.'Doyou jointhe line
on the left (turn to 306) or the one oD the right (tum
to ao6)?
2ta-232 231

Search for the religion whose name 'cannot be


You walk into a large square room. Thele are two uttered, and Bo to the paragraph indicated by the
dead charred figures slumped on the floor arrd one numbers below it. You will be told at once if you are
standing with his back to you. The figure sPins correct. If you do not know it, then you leave the
round. It is the Evil Wizard Jaxartes 'So, you have mound and carry on walkin8 along the path. Tum
come here to rekrndle the Flame?You think that you @ 347.
can defeat me, the mightiest of wizards? Come to
the core of the furnace; I will be waiting for you
You are in an empty cave.You stand in the middle
around every corner.'The fiSure disaPPears.ln
and watch asthe ground drops away in front of each
ftont of you are t\rr'otunnels. Which do you decide
to follow: the one on the left (tum to 158) o! the of the three exits. The distance is twelve Zamarran
paces long. Your jump is your srAMrNA less the
tunnel on the right (tum to 61)?
number of stone blocks you are carrying. lf the
distanceis greaterthan your jump then you fall and
die. Your quest is over.
Ifyou succeed,there are threeexits.Doyouchoosei
Exit 1? Turn to 187
Exit 2? Turn to 135
Exit 3? Turn to 349
As you leave, the holes magicallyfill up again.
212
You climb the mound and look round. At the toP is a
largeblock ofstone. You brush away someleavesto
reveal this messagecarved on lhe rock:
He that hath the Axe now sPeak the
1j 2343 5471 549 827 fi1 29647)i)
numbers
19 0 9)45
Of the name that cannot be uttered
a2 553 454a 667o 34477739 1192856
44-216

44
You soondiscoverwhy the boatwas left behind,
when it begins to leak. You have to bale out water
and paddle at the same time. Eventually, you see
light at the end of the tunnel. The unde.ground
vel runs into a pool. You proceed cautiously as
you hear raised voices and then the sound of a
struggle. You notice that the river has merged with
a thick marsh and that the Coblins are struggling
with the chest that seemstobe stuckin the mud. In
the foreground is a dead body. When th€y seeyou,
the Goblins pull out small dagge$ and attack. Do
you run away (turn to 159) or stand and fight (turn
to 3'2o)?

2t5
You glab the parchment. If you have 1 Black Cube
(deductit from the, doent re Sheet),yolJarc'uh\rrt;
if not, then deduct 2 points from your sTAMINA.
You hold the parchment and read the strange
cyPners:

!{{v,*xri
You drop the paper and continue into the other
tunnel. Turn to 381.

46
You begin to run but the Press-Gangseeyou. They
give chase- Can you out-distance them? Throw
two dice for their speed and compare this to your
237-48 2t9-24r
(deductr point from your sKt | | ). 'Ahem, areyou
lost? he squeaksat you. Turn to 75.

2t9
Three Goblins have spotted you. They rush out of
their hiding-placeand attack-The girl is scrabbling
around in the rockslooking for something.Fight
eachin turn.
5 KILL STAM I NA
FirstGOBLIN 5 5
SecondGOBLIN 6 6
ThirdGOBLIN 6 6
If you win, tum to 119.

240
You hand over the 3 Gold Coins (deduct them f.om
your AdLrentureSheet. He also tells you that there is
a likely merchantmaflin the harbour about to sail,
'The Gargr Ran by narne.' He tells you to head for
the north-west coastof the island and then takethe
quickly. Turn to ,9E. track to the port You launch the small boat and
paddle furiously to get through the waves.
23t
When you are about half-way across,a large ten-
You act like a true soldier oI the elite corps: sword tacle slithers up the side of the boat and over your
knees. You stop paddling. Do you pull out your
sword and chop at it (turn to 65) or sit there and wait
patiently (turn to 9o)?

Orc. You qet up and noticethat you have dived into


24r
a pile of ieen-muck. The 6mell lingers and makes
You are in a cave with an illegible inscription on a
you feelquite sick for the lemainderof your mission
242-244 245-245

wooden plaque.Thereare two exits.Which do you An Elven maid floats out of the shadows towards
choose:Exit 1 (tum to 2oa)or Exit 2 (tum to 76)? you. 'Well met, shanger.You are fortunate indeed.
The Flyerskill on sight in th esetroubled times but as
242 itis the FeastofBradyliam and we are one shoft for
When you get there ifs obvious that the Firc Demon the Game . . . I assumeyou will agreeto play?, Do
is only bent on deskuction. It lampages around you agreeto play (tum to 6) or refuse(turn to a28)?
punching great fiery holes in the walls, floor and
ceiling. It then speaks in a rushin8, crackling voice,
'My master comes. . . my mastercomes.'You tum Youare in a cavefull of blocksof stonemarked with
to look at the landlord; his face has turned ashen. the motif of a crescentmoon. Each block has the
Tum to 225- numbet 75 on the reverse,
Each block weighs ro Zamara Weights. The max-
243 irnum you can carqr is 60 Zamarra Weights. If you
AI is still now, except for the moans of the wish to take one of the blocks, mark the weight on
wounded. A thjck mist descendsupon the grim lhe Adoenture Sheet. Do ,of exceed the maxrmum.
landscape and you hear the ceaking of a cart com-
ing towards you. Do you move quickly away from Theie are three exits. Do you choose:
here (turn to 12) or take a dsk and lie on the rock to EXit 1? Turn to 252
see who is in the cart (turn to 77)? Exit 2? Turn to 395
Exit 3? Turn to 187
244
You wake up and find yourself llng on a rocky , 245
shelf overlooking a large green field, JuEtthen, the You follow the tunnel and come to a staircaselead-
Bracelet glows (mark a captured Citadel Wall on the ing down. On a landing you see a black-cloaked
AdoentureSheet).There are many Elves milling Mage Warriot waiting for you, holding a fiery
aroundwearing brightly coloureddothing. Thereis Wand-sword. Ifyou car4r a Wand,Iight as normal.
a buzz of excitement and a lot of high-pitched If not, then reduce your sKrLL by 2 points for this
chatter.Theie are stallsand gamesof skill and pipe- combat only.
playing competitions taking place across the field.
MA G E WA RRI O R s (rL L 8 srAMrNA to
You try to get up but find yourself held down by a
thin cord. lt should be easyto break, but when you If you win, the stairs lead to a very large cavern.
pull out your sword you find that you cannot cutit. Turn to 39.
247

247
The monk smilesand leadsyou into another room.
It has no windows and has been carved out of the
solid rock. Two torches light up the !oom. He
standsin front of a seriesof sy'mbolsthat replesent
warriors holdin8 daggers and shields in vanous
positions of the compass.'Look carefully and learn
the Alphabet of Talin. A warrior languagethat has
long ago fallen into disuseamong the others of this
country, itis still taught to the young in this village,
especiallythosedestinedto be Wazar . lt may be of
great help when you need it most.' He points at the
symbolsfrom top left to right, 'Theseare the letters
a to h in the vulgar tongue. The symbols ftom
middle left to right representthe letters i to p, the
third row left to right are those ftom q to x, and the
last two symbolsare y and z ' He sitsin silencefor a
while as you concenhateon the characters.
He then asks you if you know the name-thaF
cannot be-uttered. If you do, do not read the next
paragraph.

He sighs, then begins to speak again. 'I will now


utter the name. It meansthatl will die in a year and
a day, but, no matter, my time is soon. XEN is the
secretname of the reliBion.Look forit and you may
passinto secretplaces.'

The monk then pulls out a bag and hands you six

>az-# (::)
Black Cubes (add them to your Cube box). You
thank him for all his help, and he shows you the
path to take out of the village:over a wall and into
24E-25L 252-253

thenearbyfields.Youthankhim again,'Butit is we
that must thank you,' he replies, 'fot you have the
Sreattask. You are the Torchbeare!who may save
us from our oppressors.'Tumto 164.

248
You hear chirping and squawking in the tunnel and
see a small chamber to the left. Do you go into the
chamber (tum to 11) or carry on along the tunnel 252
(turn to 226)? The Dark Elf notices the exchangebetween you and
the prisoner. He ides over to you and peers into
your eyes,thenlooksatthe now-silent pdsoner. He
249
snarls his orders at you. 'The prisoner spoke to you
The small box opens easily. Inside, there is a small
in an impertinent manner. For that he must be
Black Cube, nothing else. I{ you want to take it,
punished. Kill him!' He watches you carefully as
mark it on your /duenture Sheet. Ttjrn to 7,2.
you make a movementwith your sword. You know
that you cannot kill anyone in cold blood even for
250 the sake of the mission. The Dark Elf seesthis in
You pretend to be simple and stutter lhat you want your eyes and drops a small object in the sand. It
to join the elite regiment. You think that the Goblin exudesa foul stench. You cannot move. He calls a
is convinced. 'I'11 tell you where you're going, Goblin over and orde$ him to take you for inter-
you're being conscripted into Knuclers lrregula$. rogation and then rides away. The paralysiswears
You'llenjoy it there if you live long enough. Sprikk! off but you are now well guarded. The Goblin asks
Another recruit for the Irregulars.' Another Goblin you where you come from and you reply, 'The
appearsand marchesyou out into the trench. Turn Citadel.l Turn to 1qr.
to 1o1.

251 They are rogues but noitlers. They ask you to


There are other doors further along the coffidor. thiow your valuablesacrossto them. You can hear
You are sure that you can hear murmuing behind the sound of hoofleats on the cobbled road. You
one of them. Do you go to investigate(tum to 337) cannot ftee yourself, so you decideto comply with
or go up the stairs (turn to 193)? their wishes but only throw them half of your Gold

f
254 255-256

Coins, Gems and Crystals (make the appropdate


adiustments to your AdoentureSheet). You attack your bodyguard. Although she is not a
They seem satisfied with the result and releasea full knight, she is very well trained.
small monkey who dutches a small key. The B O DY G UA RD K NI G HT s rI Lr 8 s r A M r N A g
monkey leaps over to the tlap and ur ocks it then
bounds off into the underglowth. You scramble off If you survive, fum to 206.
the road just before a waFchadot hurtles past,
followed by a troop of mounted Orcs. They are 256
obviously heading north, perhaps after you. Do you The monl then opens his eyes, looks at you and
6tay on the road (tum to 59) or slip away on a thin speals. 'There is no need for explanations, the
trail heading into the la/oods on your left (tum to Prophecy has told me all. The Way you follow is
2a5). very hard and I am here to be of somelittle help.I He
openshis palm to leveal a largewhite die, he hands
it to you and as you rcach out to take it, it disap-
You flick over the pages -oi the ledger and, to your pears, but you have a vision of it spinning in you!
surp se, come to a page headed, 'Snuffserk,King mind. 'This is the Die of the Seven Levels of the
Elidor's Chancellor'. It looks as thoush he has .e- Wazarri. In your travels to the Fangs of Fury you
ceived thousands of Gold Coins ove; the last few must look clearly and carefully even at times of the
months from Ostragoth and laxartes. You are as- Sreatestdan8er. lf you see a vision of a piece of
tounded. Suddenly you hear the voice of the Evil thread linking six white cubes, you may spin the die
Wizard. 'l have not forgotten you. I will be back in your min d and aim for your True Level. Be true to
soon, but in the meanwhile here is a little friend of yourself. You will not physically handle an1'thing
mine to keep you amused.' A hideous double- but the number of white Cubes you have will be
headed Devil with long spiked tail and horns on known to others when you reach our sacred centre.'
both headsappearsand attacksyou with bright red, Throughout your mission you must look carefully at
clawed hands. the page illustrations you encounter for the thread
D O UB L E- H E A D E D and the six white cubes. If you seethem, throw a die
DEVIL sKrLLz STAM TNA 10 and mark the number rolled in the lower Cube box
oI th.eA.doentureSheel.If you see less than six white
If you survive, you get out of the room and leap up cubes,then you may only have up to the marimum
the spiral staircasethree stepsata time. Tumto351. you see;if your die roll exceedsthe number of cubes

I
256 257-25t
you can see,you must round the roll do?rnto the 257
numbe!of cubesyou cansee. You_continuealong the road and eventually crossa
small bridge, Now you must decide whettrcr to
continueon the fastroad(tum to 376)orgo towards
a plain just aheadof you (tum to r,9o).

to speak,the Wazarri SilentKnighis.I heywill help


wheneverthey can but eventh;y cannoihold o;t
atainstthe massjveEvil sweepingthe land.,

25t

seea Dark Elf and severalGoblins conferdng- you


drop down into the bushes.Do you run off to the
right (turn to 177)or to the left (turn to rfi)?

Sfteet)
you plough throughit unharmed,but a wait-
ing Orc stabs you (deduct 4 points from your
srAM INA). You iush up the steps.Turn to 326.
If you haveno BlackCubes,the heatis intenseand
you collapseiust outsidethe circle.your questis

I.
259

259
You stare at undrcamt-of dches: the Dragonmen's
Hoard. The room is full of Gold Coins, Gems and
Crystals. However, when you get to the centre of
the room you see a Dragon's skeleton arld sittin8
inside its rib-case is a Dwarf. He holds a handful of
Gems and spe;ks: 'Take only what you reqlrire.
Greed will not benefit you; many have tried but few
have succeeded.'
You work out exacdyhow much you require to pay
the ransom for the Torch and take just that amount
(add this to your Ad?er?f4le
Sfteef).
You look towards
the metal door at the end ofthe cave:it is bright red
and beginning to melt. You do not understand wh at
the Dwarf is doing lhere but before you can say
anything, he begins to speal. 'This is my late.
Worry not about me. I am a Seerfrom the Iron Hills
thaf were melted down to produce the essenceof
the Fangs of Fury I see your quest in my rnind and
bid you seek the Homrath Caves.The path to Fury
lies there. We Dwarfs built it for the Wazari in a
greater age. Now, the Dragonmen are close to
brealing throuBh. Under the chest is a hapdoor,
follow it and, whatever happens, keep your eyes
shut until you feel fresh air on your face.' Tum to
260-26r 262-263

2tu 262
You feelyour way alongthe tunnel.Occasionally, You are in an emPty cave with nothing more to be
you walk into thick cobwebsand hear scurrying seen than a drawinB of a broken phial and a skull
soundson the ground.Somethingbitesyour ankle and cross-bonesonthewall Thereare two exits Do
and piercesthe thick leatherofyour boot(deduct1 you chooseExit 1 (tum to 1o7)or Exit 2 (tum to 245)?
point from your srAMlNA). The tunnelbeginsto
slopeupwardsand thenfeelsverydampunderfoot.
Now and then you can hear the sound of waves
crashingagainstrocks.Suddenly,you walk into a
wall. Stumblingaround,you find two tunnelsboth
slopingdownwards.Doyou chooseto taketheleft-
hand tunnel (turn to 54) or the right (tum to 353)?

26a
You reach the top of the cliff and are about to
scramble up a large overhanging rock when you
hear talking. You gtop to listen: Jax wants this 263
Torchbearerbadly now. It would appear that the YouwhisDe! that You have the Torch hidden, buthe
very essenceofhis power is at stake,if the Flameis does not seeminierested. He is satisfiedwith your
re-lit and the Sendnelsawakened.He must be . . '
The shadow of a black cloak falls acrossyout face-
Just then the rock you are crouchingon moves. Tesf
your Luck,lf yor are Lucky, tum to 3E5.lf you are
Unlucky, tum to 73. Prophecyhas told us all. The Way you follow is very
hari ani I am here to be of some little helP ' He

Wazarri. ln your travels to the Fangs of Fury you


must look cliarly and carefullyeven at times of the
great€st danger: If you see a vision of a piece of
263 263

thread linking six white cubes, you may spin the die fighting arm of our Order, those that are forbidden
in your mind and aim foryourTrue Level- Be true to to speak, the Wazarri Silent Knights. They wil helP
yowself. You will not physically handle anything whenever they can but even they cannot hold out
but the nuober of White Cubes you have will be againstthe massiveevil sweeping the land.
known to otherswhen you reachour Bacredcenhe.'

'I will now en trust you with the Sreatestseaet. I will


uher the nameof our religion- that will consiSnme
to death in one year and one day. Look to XBN, it
Throughout your mission you must look carefully at
will help you passgatesthat cannotbe passed.Now
the page illustlations you encounterfor the thrcad
the True Way is yours to find, and you mustleave.'
and the six white cubes.Ifvou se€them, throw a die
and mark the number rollid in the lower Cube box
ol lh.e Moentute Sheef.If you see less than six white
cubes,you may only have up to the maximum you
see;ifyour die roll exceedsthe number of cubesyou
can see,you mu gt round the roll dorM to the number
of cubesyou can see. He stands up and gets hold of the metal bars and
pushes them apart with seeming ease 'XEN is
powerful but I cannotprofit by it. I must stay here.'
Hebidsyou farewelland sitsdown again.The other
prisoners charge out of the Prison and you follow
ii You step down and find your sword in the barrel
and duck down under the wa8on. In a few minutes
Themonk thenstandsup. 'I seetheneedfor explan- the alarm is raisedby coarse-soundingbugles You
ation in your eyes.I have no time [o go into details, know that you would be better concealed in a
others may do that. It is enouth to know that group. Do you head for a grouP of infantD./ resting
Jaxartes is killing ow people,the Guardiansof the in a nearby field (turn to 1E9)or for a comPany of
Furnace.and is trying to extinguishour nobleFlame Orc cavalry with attendants waiting to the ight of
at the Fangs of Fury. Look to the Novices, the the camp (turn to 2to)?
264-265 267-268

264 267
You keep dimbing until you reachthe top of a lar8e You continue along the hack and after a while you
rocky outcrop, Suddenly, a huge hand lifts you up catch sight of the small port. There are a couple of
bv the scruff of vour neck. Youseea Giant in front of ships in the harbour. You are carefulto stay within
ytu, three dm;s your height.He smilesa 6melly, sight of cover and eventually reach the outlying
fang-toothedsmileand shakesyou to seeiI you are buildings of the port. You keep to the smalleralley-
alive. Turn to 50, ways and make yourway to the quayside.You look
at the two ships. They lookvery similar, the one on
the left is called the Gdl8r-R r but you can see no
26i name on the other ship. There are no guards about
You drop on to the sand and cover as much of and the main activity seemsto be loading. It seems
youFef as you can, leaving a small gap to breathe very simple to sneak on board by picking up a bale
through. You wait, not daring to move a muscle. and following the ship-hands. Which ship do you
Eventually, the cleature sinks back into the sand choose:the Grlgr-Ra, (tum to 4) or the one on the
and you get up. You run off along the beach,Add r right (tum to 12o)?
point to your LUCK.Tum to 97.
25t
You carry on and see a light ahead. It flasheson,
256 then off, and beforeyou realizewhat's happeninga
You openthedoorand steDin.Thereale a few more Diagonman flutters past and dlops behind you. He
bumt remains of Darchments and books in this screams a word that sounds like 'thief and ahacks.
room. There is alsoi small window lookine into the DRA G O NMA N s K rL L 9 S T A M I N A1 0
next room. You hear shouting and peekiarefuJly
into the other room. You seea black-cloakedfigure, If you survive, you discover that the Dragonman's
muttering to herself. 'I know they're here some- wings arestuddedwith Gems(ro Multi-Coloured, 5
where. They can't hide from me, the right hand of Yellow, 2 Blue). If you have enough to pay the
Jaxartes.By the Spells of Unuk Kochaar, Openl I ransom, tum to 32. If you have to continue, the
command it, byall that's foul.'She kicks ata plaque tunnel forks. Do you go left (tum to 114) or right
in the wall and th€n storms out. You can hear her (tum to 362)?
stomping down the gallery calling for Klinker. You
wait for a fer. minutes then go out and enter the
other room. Turn to 33o.
2V-272
259-27o
2'ra
269
At the top of the tower, you see a Galgoyle. lt is
Suddenly, three Orcs come from the direction of
striding about flapping its long wings. It noticesyou
the commotion. They are carrying all manner of
and preparesto attackbut then it stooPsover and a
plunder- You recognizeth€ insignia as Ostragoth's.
voice from its b€ak tells you to get on its back. The
One of them stops,with a shout, 'Hey,lads,l forgot
voicesounds like the Wizard Astragal's.You get on
this.' He pulls out a parchment from his jerkin
and hold tight a9the Gargoyletakesoff and sweeps
pocket and pins it to a tree with a couple of nails.
you away from Jaxartes'lair. 'This is the last helP we
Then they stagger away. One or two locals walk
can give you,'sguawks the creature.'Even this has
over to rcad the notice. Do you also go to the tree
cost us dearly.Jaxartesis very powe ul now, he has
(tum to 347)or cautiouslywalk away and seewha(s
stakedeverything on extinguishingthe Flameat the
happening in the village (turn to 15E)?
Fangs of Fury. You must hurry and , . . monks of
Wazai . - -' The messageis indistinct, then stoPs
27l)
The cleature dumps you in a grassyfield and then
You scamDerdown to the side of the river and look
limps offexhausted.You lookaround, There ate no
across.Thi water doesnotseem too deep and therc
signsof the siegehere.You seeariverahead:doyou
are no visible dangers; only a few small fish. You
head there (turn to 2oX Or do you continue along
wade in up to your thighs. Just then there is a
the field (tum to ro9)?
disturbancein the water, one of the small figh flies
out of the water and bites your €lbow (deduct 2
points from your s r A M r Na). You hurry across,but
rnore flying Flesh Fish flip out at you. Throw two
dice for the number that jump ou t and then two dice
for the nunber you manage to ward off with your
sword. If any get through, they blte you. Deduct 2
points faom your srAM I NA for each bite received.
Acrossthe river, you have the choiceofheading for
a rough clearing(tun to r85) or alonga defined path
(tum to a76). which way do you go?
The fire at lhe entranceis intense.The Giant is
chasingyou,intenton murder.Doyou run through
the fire (tum to 156)or standand fight (turn to 6j)?
273

laxaftes sqeams a scream like the combined tor-


ments of Hell . He is consumed by the fire until you
can only seehis facein the white-hot conflagration.
The fury of the volcano is unleashed.You collapse
in the intenseheat. You dream thatyou are floating
throughlhe tunnelsout into Lhefaeshair.
When you awake you Ieel a cool hand on your
brow. You are in a large airy room overlooking a
lush green valley. A girl is wiping your forehead.
You suddenly remember your mission. 'How are
the Wizards?And the siege?What has happened?
Wlere am I?'The girl smiles.'You are in the Wazarri
monasteryofHei-okji. You are safe,do not worry.'
She then produces a small crystalball and placesit
in your hand. 'Look deep into the glass,' she tells
vou. Turn to 01.
274-275 27o-277

274 276
You carry on and enter a whole series of funnels and The warriors get up and smile as they greet you,
chambersthat take many hours to pass.The Brace- They seem to know your face. They say nothing but
let glows twice in the time you are there (mark two slap you on the back and offer you some of their
CitadelWalls breachedby Ostragoth'sforceson the roastmeat. As you get a good grip of a huge lump of
AdTrenture Sheet\.The path eventuallypassesa sheer tende! meat, one of the wardors stabs you in the
drop. Do you climb down (turn to 364) or do you back! You turn to see the face of a Gark. Deduct 1
carry on along fhe tunnel (tum to 246)? point from your s(rLL and 4 points from your
sTAM rNA. You run off into the river but collaDsein
275 the water ds poison courses through your 6lood.
You are correct Yoq have spoken the numbers of You black out. Turn to 2E.
XEN, the name-that-cannot-be-uttered. A thin blue
mist risesfrom the block and then there appea$ the
small figure of a monk. 'Greetings. If you are the
Torchbearerspoken of in Prophecies,speedis now
of the essence.The Evil of Jaxarteshas penetrated
even these monastery walls. If by previous advice 277
you were askedto seekthe threeWazarri guides,do The crashinggets nearer and you can hear sniffing
not do so for they have beenkilled. Follow the forest and shouting. You realize that they are probably
path, ever folwards, until you reach the bridge. Do looking for you. The woman pulls out a sword. It is
not cross the bridge, but look for the warior with clearlhal sheintendsto mdle a standlo grveyou a
the fi st of fire. Shewill take. . .' Suddenly,there is a chanceto get away. She points out a direction for
screamand you see two manic eyeslooking at you. you to follow. You leave her, knowing that she is
'Torchbearer . .' You shudder at the madnessin very capable.You scrambleaway and after a few
them and step off the mound. Tum to 317 minutes you can hear screamsand the sound of
crashing steel.Iust then you see the Braceletglow
(mark a captured Citadel Wall on lhe Adoenture
Sheet).You reach the cliffs opposite the island of
Karakum and are facedwith two couisesof action:
down to the sandy covebelow (tum to 15) or cary-
ingon along the clifftop path (turn to 2oZ).Which do
you choose?
278-279 28o-2lL

278
You run over the sand dunes, drop down the other
side and nearly land on a Great Orc who is burying
something in the sand. He turns round and swipes
at you with his hand. 'Spyl I bet he sent you to spy 28o
on me, but you won't getit.'He chargesat you as he You march towards the Orc cavalry. Each Orc has a
pulls out a short, stabbing sword. You try to say trfserable-looking attendant and as you move be-
you're not interested in what he's doing, but he tween the horses, one of the Orcs calls to you: 'You,
does not listen. You are forced to defend yourself. hold this horseand give my boots a clean.'You look
G RE A T O R C SKI LL S T AMIN A 6
up and ask what with. ilour clothes,' replies the
7
furious Orc. 'D'you think we keep you herc to look
If you win, do you get away from that placeat once smart?'You do as you are bid; then he hands you a
(turn to 333) or do you dig up the object he was lance and tells you to keep up. The cavalry walk
burying (turn to r4)? thei mounts forward in readiness for an attack. All
the attendants hot behind with various bundles.
You get to the scene of the battle exhausted (deduct
2 points from your STAMINA). They are attacking
the forward southern tower of the Gtadel. You hear
the whisding of a shower of arrows and then the
Orcs charge. All you can see is smoke and you can
hear shouting. Suddenly, a riderless horse tlots up
to you and stops.Do you chooseto get on it and ride
away (furn to Z) or do you prefer to sneal away on
Youareina torchlit tunnel. Thereare various thines foot (turn to 15o)?
lying around: buckels,shoes,hats, bones,rottirig
fruit and a pile oI sludgethat smellsawlul. You walk . 28L
alon8 and the smell getsworse. Eventually you get You land way below the fortress on some soft h.uf, a
to a shaft or well. You look down to see a oit full of little shaken but nothing serious. You can hear
the qludgeand look up to seedaylight.Just then, ordels being shouted hom above. You suspect that
somebodycoughsbehindyou. Doyou pull outyour you have been spotted. You set off as fast as pos-
sword and attack(turn to238)or calmly tum around sible. Ahead, on the hodzon, you see the begin-
l and seewho it is first (turn to 334)? nings of the northem mountains. Tum to 111.

i
282-2E3 284-245

282 2E4
You walk acrossthe grassyplain for many hours. Ifs a long way up. You dimb hand over hand and
You notice the Braceleton your wrist glowing (mark have the odd rest but it is very tirin8 (deduct 2
a captured Citadel Wall on the AduentureSheet). points from your STAMINA). Just when you are
There is no one around but occagionallyyou catch close to the top, you see the flash of a knife and the
sight of groups of wild horses Eventually, you rope is cu t. Iest yotr lrc,t. lf you areLucky, you find
comeinto a small valley. At its head standsa statue a handhold on the side of the w€ll and climb out,
ofa monk making the sign ofa cubewith his palms. You can seeno traceof the old womanbut the kitten
The statue has been daubed in blood and the head is standing on the roof of the well. Tum to aa2.
half chopped off. The track continues towards a If you are Unlucky, you cannot cting on to anythint
small village just visible on the horizon. Tum to 3. and cmsh down (deduct 6 points from your
srAMrNA). lf you survive, you scamPerinto the
281 hole you found (tum to 68).
You hide the grim remains of the fight, wipe your
blade andlookaround for the Dwarfbut seeno sign
o{ him. You return and tell a Goblin guard that the
Dwarfhas escapedand thatothers are givingchase.
A Dark Elf, sittin8 in the shadeof a greatoak, yawns
and speaksup. 'lt's always the same,no one's ever
escapedfrom here. They'll get him.' You stand on
guard, wondering how to get away when you spy a
strange,bald man who could be a monk. He wields
an axe with unnatural pov/er: three strikes and a
tree crashesto the ground. You move over to get a
betterview and he speaksto you. 'Stranger,I know
your secret.Come into thatclump ofbushes. I wish
to talk.'Do you decideto follow him (tum to 171)or 265
do you ignore him (turn to 8o)? You reachthe entranceto the FanSsof Fury without
any sign of pursuit. You entel a torchlit cave and
walk along a wide corridor that sPlits into two
smaller corridors- Do you go to the left (turn to 246)
or to the right (tum to 379X
286-288

286
You open your eyes, blink and shut them again
when you feel a thudding pain at the back of your
head. When you manage to focus your eyes, you
begin to wish you were shll asleep.You seean Orc
executionerstanding above you with two Goblins
by his side. Your head is resting on a bloody block
and you are being watched by a group of disin
terestedspectators.The Orc raisesthe axe over his
head when suddenlya small dartplants itselfin the
side ofhis thickneck. He freezesfora momentthen
topples over. Your bonds are sudderily cut by a
female warrior. She throws you a sword before
turnin8 to facefour Orcswho are running ather. Do
you help the warrior (turn to 43) or engagea Goblin
who is heading your way with daggerraised (turn
to 382)?

28?
The disturbanceseemsto get worse and a lot of the
parents come to the school to take their children
away. You notice that the little girl is met by an
elderlymonk. Theypassyou and the girl points you
out. The old man smiles and thanks you; he then
stops for a moment and comes to look you in the
eyes. 'Come wrth me,' he commands.Do you fol-
low (tum to 1o2) or walk away and head lor the
disturbance(turn to 158)?

288
The girl leadsvou through a seriesof difficult paths
and secrettracks that lead into the lower northem

I
289-2go 290

mountains. Evenfually, you look down at a large points the correct direction to take (add r point
fofi encircled by a massive ring of fire. Millin8 to your LUc( score) and you pick up a path that
around outside it is a squadronof Goblins, led by a seemsto head that way. You walk {or many hours
Dark Elf. You climb do\en andget closeto the flame and notice the Bmcelet on your w st glow once
wall. Turn to 119. (mark anotherCitadelWall capturedby Ostragoth's
army on the AdoentureSheet\Suddenly, two fire-
balls crashon the ground to yourright. They unroll
to reveal two Fire Demons, winged creatures
breathing a belching white-hot flame and holding
flaming swords. lfyou have a Wand or 1 BlackCube
(deduct r Black Cube frorn your, doentureSheet),
2v fight as normal and fight eachin turn. If you have
You don't want to sk an outright lie so you admit neither of these,reduce your sKrLL by 2 points for
to having just arrived that day from the north and this combat only.
wanting to join up. 'So you've heard in the Citadel
about thebootytobe had, eh? Well you look strong SKTLL STAM IN A
enough for Knuclerslrregulars. Comewith me.'He .FirstFIRE DEMON Z 9
leads you through the lines. Everything is in great SecondFIRE DEMON 8 8
confusion.Occasionallya strayaIrow slamsinto the Ifyou survive, you realizethat there is an evil magic
mud. The Goblin leads you into a hench and then aura here and you sensethe hand of Jaxates You
into a room dug out of the earth. He calls to some walk on along the twistingpath, untilyou cometo a
others, 'Grab this onel' Two large rough types run tall pillarofrock. A boy, chained to the top, isbeing
towards you. Do you pull out your sword and fight attackedby two Dragonmen. Do you help (turn to
(turn to 318)or let yourseu be taken (tum to 49)?
52) or concentrateon your urgent mission (tum to
eq?

290
You kudge on for severalhundred pacesand trip
over a CompassStone in the thick grass.lt clearly
294-293 294

294 black-cloaked figure You get out of the water


The figure remains perfectly still. You take the box Somehow, the strangenewcomer detectsyou. He
and open the lid. It contains6 Black Cubes. If you shoutsat the Orcs, 'You {ools, he's therel'The Orcs
wish to take them, add them to the Cube box of give chaseand catch you up for you cannot move
yotfi AdactrtuteSrccf.You continue your progress fast with sopping wet clothesand pack. Fight each
through the trapdoors. Tum to 192. m furn,
5I<ILL
FirstORC 6 5
SecondORC 6 6
If you survive, you turn to run but find yourself
surrounded by a black mist. You feel huge hands
grabbingyou and hauling you into the chariot. ln a
292 matterof secondsyou arelying on its floor, hurtling
The ground getsfirmer and risesuntilyou get outof along at a terrific speed.Tum to 156.
the steamy marsh and up on to a small grassyhill.
You lool to lhe norlh: just ahedd, there is a grassy 294
plain (turn to 282)flanked by a great wood (turn to The Elf-guide intoduces himsel{ as Orgelas.He is
21o).Which way do you go? nimble acrossthe craggyrocks and doesnot favour
conversation.He takesyou to the end of the rocky
land and points to the north. You seea grassyplain
and a great wood. As a parting gesture he takes
from his pocket a small pancake. 'Eat this when
you are in the greatestneed. lt will provide gooC
sustenance.'(Add the pancake to yorlr Adaenture
Shee, rt will have the same effect as a Potion of
Strength.) He bids you farewell and you have to
choosebetween entering the wood (tuln to 21o)or
You drop into the pool. Yourbonds are freed imme- walking on to the plain (tuln to 282).
diately and you manage to swim away from the .:Lif/
Orcs. Suddenly, the chasingOrcsstop still as awar- ?,1;F.1/
'r'll '
chadot crashes through the bushes driven by a ,6/. '.

a
295-297 29E

only room for one person on the raft. 'I think I'll kill
you,' he declaresas he reachesfor his sword. You
fight in the restrictedspace.
RO G UE S A I L O R s K rL L4 srAMrNA 6
295 lf you survive, the raft finally beachesitself on a
You unpack your flht, stril,ea lew sparksand geta wide sandy coast. Ahead, you can see a slrlall
fire started.The bushesstop movingasyou credted settlement(tum to 3) and to the left a massof giant
raging inferno. You hear a hideous wail and the rocks (turn to 351).Which way do you go?
treesbegin to move away from you. But, by now,
you are surrounded by a gieat wall of 6re. There is
no other option but to iump through the flames to
get away. If you have a BlackCube (deduct 1 Black
Cube from your Adoenture Sheettolal), you arc ! -
harmed. If you have no BlackCube, throw a dieand
deduct the result from your srA MrNA for the harm- 298
ful effectsof the file. You stumble out of the magic The smoke rises up and you begin to choke as you
woods. Turn to 392. breathe it in. The path ahead becomes a wall of
scorching heat. You try to Ewing your sword but
295 cannot get near the double-headedSerpent. Then
another Serpent drops down from a branch above
you. On its massive trunk it carries a warrior of
terdfying appearance.He is well armoured and
caries an axe in one hand and a flaming scimitarin
a2a, the other. He drops to the ground, grunts and
swings the scimitar at you-
297
KRAGAAR s (rL L 8 STAM IN A 10
The Bracelet glows (mark another Citadel Wall
breachedon the,4ftieflf /e Sfteet).
Justthen, anorner lf you survive, the Serpentsbecomevery agitated
sailor swims alongsideand you help him up on to and begin to encircleyou with a wall of fire. Doyou
the raf t. He is very muscularand healy, and almost run through the flames (turn to 96) or wait for the
sinks it. He looks at you and tells you that there,s flames to die down (tum to 4Z)?
299-3oo

299
You enter the caveat the Firct Level. You standbya
fiery chasm and a strangehooded figure standsin
front ofyou. The figure hasa dark face,blazingeyes
and claspsa flaming spear. Across the chasm is a
bridge and on the bridge are carved spacesfor six
cubes.The figure speaksin a booming voice. 'Your
way is the hardestbut if you are strong and resolute
you will win through' It moves backwards and
slidesaway into the tunnel. You look at the bridge
and try to walk across.As you approach the first
square hole, a wall of fire flares up from the
chasm. If you have 5 Black Cubes, use them now
and place them in the holes (deduct the number
from your Adl)ent ra Sheet).For each Black Cube
you lack, deduct 2 points from your srAMrNA
as the flames leap out at you. If you survive, you
cross the chash and enter another tunnel, Turn
to 31o.

300
The filst door you open leads into a room which
containsa fewchaits and tables.Everythingis over-
tumed and there is a pile ofashesin the centreof the
room. You pick up a pafily burnt parchment but all
youcanmake outarea few meaninglesswords. You
oPen a seconddoorand this leadsto anotherroom.
You go in and find blood stains on the walls and
floor. You then hear a knocking sound from a small
cupboard on the l€ft. Do vou open the cupboard
door (turn to 51) or go outside back into the court-
yard (turn to 251)?
3oa-Jo2 303

304
You walk forreard and present yourself. He leaps
up and down, pleased with himself. ,Corne out-
side!' he calls, and you go outside. Turn to 1F.

302
The tentaclewmps itselfaround the end ofthe small
craft and gently slithers towards you. you pull out
your sword and chop it off in one blow. There is a
Jo3
screamand a rush of air from the water below and You wake up and find yourself in a small wooden
several,much larger tentaclesappear. They pull at compound. You sit up and see a Dwad in front of
the boat and it snapsin half. You fall into the water you and two small Orcs in the corner. The Orcs
and begin to swim. The current sweeps you back seem to be constantly moaning, 'I told you we'd
towards the mainland. never get away with it, now they'llputus in a front-
Throw two dice:this is the strengthneededto swim line reBiment. I [old you there was nothing wrong
to avoid the creature. If this is greater rnan your with the blacksmiths' squadron but no . . .'The
STAI'TNA then you fail and you are draggedunder Dwarf just stares blankly as though waiting for
by the creature.Your quest ends here. something.Severalother soldiersarebrought in but
what strikesyou as strangeis thatno one is relieved
If you succeed,you collapseon the beach(deduct4 ofweapons or possessions.Yoursare allintact. You
points from your STAMTNA).You do not know then hear one of the guards talking: '. . and he's
searchinethem all himself. Never seenthe likes of
it. Srops our perks, then comes here to take what
little we can steal. Flaming liberty, I call it . . .'Just
then. the Dwarf Dullsout a small horn and blows it
three times. Then he chops at the fencewith an axe
and, in seconds,makes a hole big enough to get
through. He calls you over and you both charge
through it. lnstead of going the way you expected,
away from the camp,heheads foritscent(e. Do you
follow him there (turn to 26) o! do you head off
towards good cover (turn to 49)?
304-to5 30b

to4 3o5
You have no other optionbutto scrambledown the You are assigned work below deck, deep in the
other side of the mountain while you are being bowels of the ship. You have to shilt huge boxes
attackedby the Dragonmen.Reduceyour sKrLL by into various holds (deduct 2 points from your
t point for this combat only. Fight eachin turn. STAMTNA).Two hours out, you hear a commotion
SKIL L ST AM IN A
above. Orders are shouted and you can hear strange
IiTstDRAGONMAN screams. Suddenly, the side of the hold you are
7 7 working in is burct open by a massive ship's
SecondDRAGONMAN 7 8
ThildDRAGONMAN 8 battering-ram. Wa ter spurts in and the hold lills up.
9 You cannot get out of the door for it has already
If you win, you reach the bottom of the cliff and been shut and bolted. You hold yourbreath as you
sctamblefor cover. Turn to zzo. feel the ship shudder and begin to sink. Throw two
dice: if you throw a double, you find a large-enough
hole in the side of the hold to eet out into the ocean.
-try
If you do not throw a double, again but deduct 4
points Irom your srAMrNA. Repeatuntil you get
out or die.
If you get out, you float to the surface just in time to
seethe mast of the ship go down. Then a thick mist
descendsand you cannot seeanythingelse. Shortly
after, a pieceof wood from the deck floatsby (add r
point to youl LUCK score), and you clamber on.
You get to the island, and land the boat in a small Turn to 292.
harbour. You look around: the island is also beins
used for masl repdirs, food preparation, and thi
constructionof siegeweapons. Most of the work is
beinScdrried out by chain-gangs.The prisonersdre
unchained and marched off and your group of
guards is told to form two lines. Which do you
choose: the left line (hrm to 227) or the right (tum to
3e4?
1o7-3oE to9-3aa

307 309
You pass over the pile of bones. There are other You pull out your swcrd and stride across the
objectsscatteredaround: bits o{old leatncr armour, brid8e When you are exactly in the middle, it
broken swords and two leatherpurses.Youpickup collapsesunder you, then folds up magicallyinto a
the purses and open them. One contains ro Gold wooden cage. You hear the sound of laughter as
Coins and the other 15 Gold Coins You pocket you plunge into the cold water Youblackout. Turn
these (add 25 Gold Coins to yovr AdaentureSheel to 25.
and I LUCKpoint)and continuewalking. The forest
pathforks. Do yougo to the dght (turn to 217)or the lao
left (tum to 125)? The tunnel is covered by intrjcate carvings and
drawings. You feel like an intruderat the cenheofa
sacredmonument but you have no time to stop. At
that moment you notice two Flame Warriors. At
first they stand stock-still, then come to li{e in a
blazing fury Your own sword begins to blaze
magically. Frght eachin tum.
S ( IL L STAM i N A
F irs tF L A ME WA RRI O R 7 9
S e c o n dF L A ME WA RRI O R 8
If you suNive, tum to ,87.

3aa
308 You have pressedthe correctsequence.The spikes
You go over to him and sit down He looks at you stop falling and the cageopens You walk on. Turn
with intense, fery eyes. 'Yes, Trust is the Way. I to 231.
knowyourmissionwillbehard You musttrustme,
there is no other choice. Do you have the Torch?'
You are shocked by this question. What do you
reply? Do you say that you have it (turn to 263)or
say nothingand move awayfrom the old man (tum
to 5)?
312-344

342
You approach, looking carefully at the scene.The
figure is a female war or and she is about to be
dragBedinto the water by an Octopod creature lts
tentaclesalreadyhave a hold on one ofher legs.You
pull out your sword and chop at the tentacle. lt
takes you three hefty strikes before you cut it off.
The woman gets up and runs away from the beach
with surprising a8ility. Do you follow her (tum to
r44) or care{ullylook around for any other creature
(turn to 86)?

313
The surge losesjts power a long way up- ver. You
swim towards the shore and notice the elow o{
the Brr(elettmdrk d cdptured( itadelWall on yoLrr
Adoe tufe Sheet\.Just then, something grabs your
collar and you are lifted up by a Giant who is
straddling the river Do your draw your sword and
stabat theGiant (turn to 388)orgoquietly without a
struggle (tun to 5o)?

314
The monk looks disappointed. 'You have endeav-
oured to find the True Way, but forfune has not
y.7-3a8
1a5-3a6

smiled upon you. Fear not, you may still succeedin 347
your mission. Good luck. Ourways mustpart here.' You continue to follow the forest path lt gets
He lets you out of the room by a door that leads to narower and narower until rt descendsinto a dry
the street. You follow the road towards the central ver channel that bmnches off into three tribu-
square.Turn to 1t8, taries, also devoid of water. Whrch do you follow:
The left one? Tum to 126
Jr5 The right one? Turn to 67
The Wazarri Bagtionis woefully undermanned.The The centre one? Turn to too
wa iors look like they haven't sleptforweeks. You
areled toa veryBland chamberthatcontainsa great
throne. A beardedknight sitson the throne and you
notice that he is badly wounded in severalplaces.
He does not speakbut staresat you. On either side
of the throne there are two stone chairs and vou
suddenlyrealizethat he is waitingfor you to sii on
one of them. You realizethat it mustbe somesort of
test- Which chair do you sit on: the left (tum to 174)
or the right (turn to 389)? 31E
You run along the trench away from the Goblin
t16 towardsthetwolrre8ulars.Thereisnoroomtopass
You leave the village and follow a track that heads them, so you are forced to fight them in tum to get
north towards the mountains. You are at first sus- pdst.One clulchesa \piky mace,the otherswingsa
picious of every clump oftrees and bushesbut after menacingball and chain
severalhoursyou are somewhatlaxinyour precau- SKILL STAM IN A
tions a8ainst ambushersor rogues. You stop for a F iT S I I RRE G UL A R 6 8
rest (add 4 Foints to your sraM rNA) and then climb S e c o n d I RRE G UL A R 8
7
a tall treeto spyout theland ahead.You seethatthe
most dircct path goes into a forest (tum to 362)but If you survive, you leap up out of the trenrh as the
other paths lead off to a flat plain (tum to 137)and Goblin shouts commands for oth€rs to chaseyou.
towardsa wide well-maderoad thatcouldbe Salik's Suddenly there is a shower of long bow arrows
Way, the great trade route north (tum to r72). from theCitadel. Thereisnocover. Doyou dodge to
Which wav do vou choose? the left (turn to a13)or run straight on (turn to 24)?
349 32o-324

320
You realize that any rapid movement would make
you sink into the marsh so you stand still Fight each
in turn,
SXILL STAM IN A
F irs tMA RS H G O B L I N 6 6
S e c o n dMA RS H G O B L I N 6 6

349 lf you survive, do you go to the chest(turn to 33) or


You walk along tl-regallery and enter the first door quickly try to find a way out of the march (turn to
you find. Inside, there are scattered papers and 292)?
bloodstainsbut there is no evidenceofbodies. You
are about to leavewhen suddenly a trapdoor opens
in the floor. Out pops a grubbyJooking Goblin,
saying.'No, masLerNo sign of it there.' He gers
out?tums and seesyou He screamsand pulls outa
sword.
G O BL I N S(IL L 6 STAM I N A O

If you win, you wonder who the 'master' is. You


find nothing but the same mess further along the
gallery soyou retumtocheck the otherside. Turn Lo
82. 32r
Thelnquisitoris pleasedwith hersela.Sheholds the
Torch in her hand and drops some doughy ballson
the floor. 'You will make me very rich once I get
Jaxartesto cough up for this little item. Eat these
You will recoverenough to attcnd your execution '
Youeatthefood;yourwrll hasbeensaPPedbutyou
feelbetter(add4 pointsto your sTAMINA) Youare
placedin a small, dark, wooden box You cannot he
downbut soonyouloseconsciousness Turn to285.
322 Jzt-124

You tell him, in all truth, that you don't know He


gets very angry at this and repeats,'I don't know,'
in a high-pitchedvoice-He PicksuP a larSewooden
club and strikesthe ground closetoyou. You decide
that you must run or 8et crushed, brt in which
direction?Towards the entranceto the cave(tum to
272)or into the dark depths (tum to 31)?
You climb the tree. At tie top you find a platform
and 4 Black Cubes. If you wish to take them, mark
them on your AdoentureSheet.You then notice a
tree-creepertied to this sjde of the river and work
out that it should be possible to swing acrossthe
river on it. You eet across and land on anolher
platform. Climbingdown, you find a path thatgoes
deeper into the thick forest. You stumble along in
the darkness for severalhours until you suddenly t24
fall over something. You get up and come face to Justintime, you breakclearand rolloffthe roadinto
facewith a huge two-headedSerpent.The creature some bushes. The chariot stops and you hear the
opens and shuts its mouth to reveal long cuFed deep voice of the driver, 'Where's thc bodyr I
fangs and then breathesout a tremendousshaJtof thought I hit it.' One of his companionsreplies, 'l
fire. The surrounding trees and bushes begin to cannot seeit, yourMajesty, but the Sniffcr Orcs are
bu.n and a thick black smokeencirclesyou. Do you among the mounted battalion follot/ing us '
run away ftom it (turn to 96) or stand and fight it The fiBure mounts the chariot again. 'Never mind,
(tum to 298X time presses.'Hewhips the horsesand they EalloP
off.
.t ''f
The idea of staying on the road doesnot seemto be
such a good one any more. You look to either side
and seea shallow streamon the left (turn to 62)and
a small path leading to a reedy plain on thc nght
(tum to 137).Which way do you go?
325-125
j
1 ,/. Only one figure passesbut it makesa terdfic noise
on the rock The noise then stops and you look up
and see a single warlior on guard. A path divides
into three and all three appear to lead into the
volcano. The guard ls heavily armed but stands
vcrv still He eventually creaks into acLion. You
strike the filstblowbefore he managesto parry, but
your sn'ord clangs as though striking granite. The
war'rior seemsto have a stone skin, He advances
slowly and deliberately.You know that srvordplay
is uselessagaiDstthis enemy, and that your only
hope is to topple him over. Throw t\,vodice for the
weight of the Stone-SkinWarrior and cornparethis
to yolrr sraMrNA lf your sraurra is equalto or
Sreater than the weight, you crash your body
agairrsthis and he tips over and sm.lshesinto little
pieces lf it is not, deduct 2 polnts from vour
STAMTN A and try ag.rin.If you fail again,he strikes
you a deadly blow and you collapse.Your mission
endshere.
lf you survive, you walk over the stone rubble and
decidewhich path to take:the left (t(rn to 38j), the
right (turn to 92) or the cenhe (tum to 285X

, -,4
32n
You climb up thc crunrblirrgsteps, three at a trme,
but you are still pursued by four Orcs They shout
and screamas thcy cl.ltterup. One of them rcleases
a messageeagle.You dccideto standand fight them
in turn as they reachyotr on the narrow stalrs.
327-3t28
329-3Jo
S( I I , I - STA M I N A
FirstORC 6 5
SecondORC 6
ThirdORC 5
7 6
FourthORC 7 6
If you survive, you get to the top of the cliff. Tum k)
3l'.

- 329
Jou trlrn to fight, pull out vour sword,and swing
al
lhe Genie. The s!1ord passesthrouAh
it but ihe
fi
:,"^11:l:j:-: :"b, rhate\ptodc5
1 from
(iredu(t2 points
ii fr.,nrof you
your st A M I N A). I r yoLrhaYe
no wand, tum to lo.

very soon after, hiy" j *.id,_youpuitir our.tr prod((c\a


11l:"
rong.shatt_of
bluc light that ,hinrmersdnd b,r.,res.
rrgnt tne Genieas in nurmalcombat.
328
S CHI Z O I D G E NI E s k rr-L6 srAMrNA ro
lf y o u s u rv iv e .y o u ru n o f f , lrrrn t or T 6
,,-i'

S NO U T - W O L F sxILr_ 4 sT^MrNA 7
132-313

rcmain are in a large pile in the middle oI the floor, from your sreur ne). A tlail of smokeis produced
half-burnt. Your eye is caught by a plaque on the that winds itself around your body and binds you
wall- You read the messageand, as you touch it, a fiffnly- The man beginsto leap up and down. 'I did
set of numbers appearsbelow eachletter: it, see, I did it. Now grve me my Gems. Oh where
are my treasures?'Fieis lookingup at the roofofthe
THE OXEN LIE DOW N WITH
hut. Just then, two Orcs jump down and look at
32 3 8'!4) 466 7994 6661
you. 'D'you think it's him?' one of them asks.
THE WOLVES
'HE wants you back afive. come on-' You can tust
52 4 z 46 7 77 about hobbleout of the hut. But the old man follows
You hear a voice aboveyou. 'Speakthe nurnbersof screaming, 'My Gems, where are my Gems?' The
the narne-that-cannot-be-uttered.'You look care_ Orcs laugh and one of them pulls out a sword and
fully. lfyou know the name and seeit, read out the stabs the old man. He staresat you and with his
numbersbelow the name and 8o to that ParagraPh. dying breath says one word, 'Water', then falls
You will be told at once if you are correct. down. Do you try to run for it (turn to 88) or bide
your time to find a better opportunity (tum to
II you do not know the name, you may guess srx
2o)?
times but when you utter lhe sixth wrong guessa
trapdoor opensunderyour feet and you crashinto a
chritei deduct 4 points ftom your sTAMINA and
tum to 281. You walk along the corridorand a largejar suddenly
appears in front oI you- It is full of Black Cubes.
334 There is just enough room fot one hand in the
You pull cut your sword and entcr cautiously The opening. You chooseto grab a handful. Throw two
man welcomesyou and shuts the door. He sPeals dice for the numberyou pullout before the jar seals
in a mad, drsjointed way, but seemsvery know- itself again (add the Black Cubes to your Cube box
ledgeableon the subjectofyour mission. 'Yes, they on the Adz'c,?flreSleut and add l point to your
They
seekyou, the Wizards' hope, the Torcl-Ibearer. sKrLL).Tum to 231
say HE knows, HE knows everything. Now you
must be stronB,eat, eat.'He producesa large bowl
andplacesit in front ofyou. There is nothinginside You reacha stretchofbeach that hasobviouslvbeen
but threeblack beans.Tohumour the manyouPick lamperedwith by lhe besiegingarmy. Aheai, 1ou
one upbut it explodesin your face(deduct 2 Points find some sprung traps. You peer into one ancl see
*4-335
336-317
the remainsof severalZarnarranIooFsoldiers.They tremendousjump and clearsit easilybut also man-
areall impaled onsharpmetal spikes.You suddenly ages to unseat you,
lealize that there must be other traps here- You try
to retrace your steps but there are so many
footprints that you do not knorv which are yours.
Throw a die four times and mark the numbers in a
serieson the, dzenr!rc Sleel. This is the random
positronofthe traps.Now throw a die four timesto your sr A M tN A). If you are Lucky, you land well
indicate your progressacrossthe sand. If any two (deductr point from yout stev,roj.
numbers in the sequencematch Up, you fall into a lf voll suMvc, vou get up.lnd sLandcn a rocl
trap (turn to 17). lfyou survive, you get away from looling out oter the battlcfield.Turn to 243.
thc dangcr areadnd eventu,illy\top rt a clump of
bushes(turn t,' 41).
n6
You carry on and pass the dead monks. When you
334
You come fae to face with a strangelittle creature, have passedthe last of the six, a small pedestalrises
st'eminglya crossbctweena Dwarfand a man-Orc, outof the floor, It has a tray of 6 Blacktubes on the
wearing a spattered leather aFron and cap. He is top. A distant voice bids you take them, so you
holding a dirty shovcl He co(rghs and speaks, comply (add them to your Cube box ot the Aditen-
'Ahem, careful not to fall into this muck, the smell ture Sheet).\ou carry on. Turn to 246_
lingers' You sniff him arndagreewith his stare-
ment. 'Arc you lost?' he squeaks at you Turn
Ltr75. 137
You get closeto thc door and can hearcoarsevoices

,35
The horse has a very fast and smooth gallop- You
were never a great rider (that's why you joined the
infantry) and you b€gin to feel that you will not be
ableto stop it. Ahead, a fallen treeloomsup, but the
horsejumps over it very easily.Then you seea row
of tall stakes pointing towards you, part of the
besieger'santi-cavalrydevices.Thc horse puts in a
118-119

338
Your eye is distractedby the glow from the Bftcelet
on your wrist (mark a captured CitadelWall on the
AiloenturcSheet).Then, sur\-eying the scene,you
can seelots of activitv: weapons, siegeengnes and
towers are being moved hither and thither No one
takesmuch notice ofyou. All ofa sudden a squadof
long-nosedOrcs appears You I ess that they are
the legendary Sniffer Orcs. They are marchin8 to
wards you You kno\e thatyou must hide. Thereare
three tents in front of you with their own peculiar
InsigniJ.Which do you choo\eto hide in:
The Skull with llorns? furn to 22
The Clawed Hand? Tlrrn to j84
The Vulture's Wings? Turn to 221

319
You peer into all three beforemakinga decision,but
they are all equally dark and uninviting. Which do
you choose?Whichever you do choose, you wrll
jump in and land in a torchlit chamber.Therewillbe
no sign of the holc from which yori entered
Hole 1 Turn to 76
Hole 2 Turn to 245
Hole 3 Turn to 135
J40-341 142-J43

340
The Wand beginsto vibrate in yourbelt. You realize
the power that it mlst have You pull it out and it
Iorms a blue blade of buzzmg fire. Thc Fire Demon
attacksand you swjng the Wand at it. 342
You are in a cavefull ofbiocks ofstone marked with
FI R E DEM ON sK rLr-7 STAM I N A d
the symbol of a nrushroom. Each block has the
lf you survive, you hear the sound of manic laugh- number 5(r engraved on the reverse.Just then the
ter. The landlord tries to clear up the mess ancl Bracelet glows (mark a captured Citadel Wall on
hands out a general warnin6i, 'Oh, he'll be here the Adae tu/e Slrcet).
soon, and crosswiih it, I don't doubt 'Turn to 225.
Each block tveighs 1{)Zamar.raWelghts The max-
imum you can carry is 60 Zamara Weights If you
344 wish to take one of the blocks, malk the weight on
You decide to drop it and carry on. You then hear
lhe Adwnlurc She(l-Du r,.rle\cced lhc maximum.
Srunting soundsfrom somebushesbehind you and
decide to waik faster.The noise gets nearer so you There are five exits. Do you choose:
begin to run. Suddenly, ),ouarebrought to a haltby
Exit 1? Turn to j66
a Wild Boar with huge tusks straddling your path.
Exit 2? Turn to 2ol
You turn round to see another one behrnd you.
Exit j? Turn to 162
Fight each in turn
Exit 4? Tum to 40
S KIL L ST A M IN A Exit 5? Turn to 135
F irs tW I L D B O A R 572
Second WILD BOAR 414
'You have endeavoured to find the True Path but
ifyou survive, you hear more grunting behind vou,
have narrowly failed- Fortune has not smiled upon
so you run off. Tum to 176
you today. Despair not. I rvill give you this.' He
hands you a bag containing 6 Black Cubes (add
them to your Cube box).
'Now go, and good luck ' He bids you farewell and
opens a door on io the street You head back to-
w6rds the centre of the village. Turn to 158.
344-345 t46-347

344
You fit the Elf-wings. You leap off the clifftop and
glide down in a gentle sweeping flight. When you
land you see a blight Star Crystal lodged in the
ground by the pool. You pack the wings away,
marvelling at the Elven ingenuity in fiaking them
fold away so small, and you pick up the Crystal
14b
Add the Crystal to the Gem box oI yonr AdDe turc The boat takes you to the north side of the island
Stseland tum to 2.19. and is thenswept aboutqy the crashin8waves-You
have no hope of steeringand realizethat there are
345 sharp rocks just below the surface of the water.
You hide when you hear the Orcsreturningon their Suddenly a wave lifh you up and hurls you into a
horses.They are welghed down with all manner of group of fangJike rocks Tcslvo!/ Lr.l. lf you are
plunder. One of them ddes at the little girl and Unlucky, the boatcrashesagainstthe rocksand yoLr
sweepsher up with one alm, then sits her on the are thrown into them (deduct 4 points from your
saddle behind him. The four horses begin to snort srAMrNA)- lf you are Lucky, the boat just sffapes
and stampas though they can smell something.Just over them in the swell but you are thro$'n into the
then anotherrider appears.This one is wearin8a
blackcloak andis riding a black steed,He risesftom
the saddle and sniffs the air.'Ther'e is someone Sopping wet, you swim to the shallowsand land in
close.Go find!'he orderc the others. The four Orcs a sandy cove. Turn to r97.
chargeoff in various directions.Unforfunately, one
of them finds you and attacks. 347
You walk over to the tree. Therc, vou seea reward
MO U N TED ORC sxrl-I-8 sraMrN A g parchment with your face accuratelydrawn on it.
If you survive, you run from cover to coveruntil you 'PreferablyAlive by order of His SupremeMajesty,
think you are no longer pulsued. Turn to 29o. OstragoththeCrim.'One of the otherpeople study-
ing the poster glancesat you, then looks at you
more closelyand conpares your faccwith the draiF
ing. Sudden)y,he callsto the C)rcsthathc's claiming
the reward- The Orcs turn towards you, pullingout
their blades Fight eachin hun.
t48-349 350-35a

SKI L L STAM I N A Otherwise, there are three exits. Do you choose:


FirstORC tJ 5 Exit 1? Turn to 23,3
SecondORC 6 5 Exit 2? Turn to 40
ThirdORC 7 o Exit l? Turn to 55
If you survive, you run off to the right and leavethe
betrayer still screamingfor the reward. You have 350
lost your senseof directionin all the commotion so, You getthrough the t'lameswithout feelingany pain
as you pass a small boy plaving with a kitten, you (deduct 1 Black Cube from yorrr Cube box on ihc
ask for the quickest wa]. out oI the village. The boy Adtenturc Sheet).Nothing is burnt or blackened by
points toa walland tellsyou toiumpoverit. Turn to the fierceblaze.Yourunaway from the fre, staying
a64. on the same path. Tum to 176.

348
You leap through the scorchingflames unharmed. You race up the spiral starway. You hear snarling
Deduct r Black Cube from yoLLtAdoentureSheet. as two h'olves raceaJteryou. There seemsto be no
After a good rest (add 2 poinhsto your srAMrNA),
you set off again. Tum to 121

349
You are in a room full oI phials set tn the rock. They
are all the same.lfyou wish to open a phial, tum to
3n.
time to explain, btlt we have done all rve can k)
protectyou. Our knights have mounted a foolhardy
attack to divert Jaxartes'power, but I fear we have
lost a line of defence.'TheBraceletglows as he
speaks (mark the loss of one Cjtadcl Walt on the
AducnlurcShcetl.'Colo ihe top of Lhetower, and
wail for the signal.We will useour con(ertedpower
to get you away.'You run up the stepsto the top of
the tower. Turn to 2Z-
152-J54 355-156

You continue along the road To your rjght, the You get off your hoIse and let the first Orc take the
woods open out into a reedy plain. A smaller path reins. He trots off with it. The second Orc then
branchesofftorvards the plain (tum to 137) Do you swears at you. 'Knucler scum, stealing our booty,
chooseto go this way? Or do you stay on the road I'llteachyou . .' Hehitsyou$,,itha whipacrossthe
(turn io f1)? face then rides away. Your face is cut and stings
terribly. You suspect that the Orc has soaked the
353 whip in poison. Deduct 3 p6in6 from your
The tunnel continuesto slope,but the air, although
still musty and stale, has a salty smell You feel
the crunch of sand and shellsunderfoot until, sud You are left standing on a h11gerock, overlooking
denly, you discovera wall ofsand aheado{you and the smoky emptinessofthe battleficld. Tum to 24J
nowhere else to go. You slab your sword into the
sand and it seemsfairly easyto dig. Do yorl lvish to
dig yourseli out (tuln to 199)or rehlrn and take the
left-hand tunnel (turn to 54)?

The young Dragonmen stareat vou as you pick up


the ro Mulii-Coloured Cems (add them b your
Gem box on lhe Adlentrte Sle.t). But then they
356
begin to make a hideous waiJin5;noise and, before You come to a slight rise in thc monotonous land
you have a chancc to leave the cave, t$'o fully- scapeand take the opportunity kr survey the land
Brown Dra8onmen appear and attack wiih their ahead. You see two distinct features in the shim-
thick daws. Fight eachin turn me ng heat-haze:ahead is a rocky outcrop with a
SKIIL ST AM INA
citadel ljke buildrng perched on the top. Black
F i T S t DRAGO N M AN smokeis belchingout from the building's centre.To
9
S e c o nd DRAGO NMA N 8 the left, the land becomesdesert like; urere are no
reeclsor trees or bushes,jllst one thing is visible: a
If you survive, you rush out of the cave I{youha'ie tower on the horizoll. Which way do you chooseto
the value to pay the ransom, turn to 32. If not, then follow: towards the citadel (turn k) 65) or towards
you must continue (turn to 226). the tower (turn to 112)?
357-358 159

You enter on the Sixth Level. You are in an intri-


catelycarvedcorridor and a deepvoiceboomsoutat
you. 'Your Way is one of success.Your heart rs
True. Take your fill of more goodness.'Sudderilv,
you feel invigorated (restoreyour srAMrNA to your
original score plus 2 points). You walk on, turn to
J59
The riders are dressedin black,militarycapes.They
are from a regular cavalry regiment in (lskagoth's
. army They trot in circlesaround you. You cannot
run off without raising suspicion.They look at you;
then at the man, then they consult a rolled-up
parchment.One of them dismounts and walks over
to you,'You, you're under adest!' You pull out your
sword.
358 BLACK RIDER
You scamper up the tree, then leap acrossthree S I< IL,L 7 srAMrNA8
other trees. You have heard tales of the legendary
Sniffer Orcs, so you do yourbesttohide your scent
Just then, six wolves appear and make for the tree
you originally climbed. They are silent and sit in a
circle around the thick trunk, until a squad of Orcs
arives. The Orcs searchthe treeand when they find 204.
no trace they screamat the dumb animals, 'Stupid
beasts,you'll be tonjght's hot-pot if you don't do
better than this ' They do not see you, hugging a
thick branch just four treesaway When they leave,
you climb to the very top of the tree and spy out the
land. The sandy coast is very close. Do you make
yourway tothebeach (turn to 192)or carefullyhead
back to the small port (tum to 267)?
360-36L 152

360
You follow the tunnel and come to a pile of dead
bodies: Goblins, Orcs lie scatteredall around. It
looks like the aftermath of a great battle. Under the
thickestpile olbodies are just two Wazari Knights.
To one side is a l.ow ofbroken weapons You notice
something iDside an empty scabbard and, when
you lift it out. discovera Wand. lfyou already have
one, you take it any_$,ayMark the Wand on the
AiLaenture Sheet. 162
You have exhaustedyour supply o{ torches.In the
The tunnel ends at a ne\,!'lydug hole that seemsto dark, you kick somethingand pickit up. It {eelsLkc
drop into a lower tunnel. Do you jump down into a Star Crystal (add it io yollr Adaentwe Sheet)I\rst
this tunnel (turn to 246)or do you chooseto retum then, flamesbegin toblaze high aboveyou and then
and fake the left-hand tunnel encounteredearlier sweep down as fire-breathingBatsbegin to attack.
(tum to 142)?
Throw three dice for the number that attack Then
throw one die and add it to yollr gTAMrNA for the
number thatcan bewarded off lf the first number is
the greater, then you deduct the dlfference ftom
your sTAMINA,
You run away quickly and trip over the headless
bodies of two Goblins. They Jiehalf in, half out ofa
36a small, newly dug tunnel. The Bats are flocking in
You decideto head for the difEcult gtound. lt's very Sreat numbers. You have no option but to get into
hard going and you have to climb steep rock-faces the hrnnel. You crawl along for a wh e, then sud
but you thinl it might be safer. Suddenly, on the denly drop into a torchlit room. Turn to 259.
edge ofa deep chasm,a flat rockflipsover. Teslyo f
Itck. If yo'.l are Unlucky, you fal1 mto the chasm
(deciuct4 points ftom your srAMrNA). Tum lo 81.
lf you are Lucky, youjump clearacrossthe chasmto
safety.Tum to 195
3q-j55

363
The man places the crystal ball on the table You
move to hand over the coin. 'Put your money
away,'he whispers,'and look closely.'Thecrystal
shows an image ofthree knights on a grassyhillock
holding broad.word and shicld in various po5i-
tions. You look backto the old man. 'Seekthe three
Wazarri Novices. Thcy will guide you to your goai,
forthere are, e'en now, many dangers 'He looks at
the group in the comer. 'Your faceilas beenposted
RogueCatchersareinterestedin vou. BewarelHead
{or the Forest,pass the domain of the Kragaar(the
sr.akepeople) to Sikla's Banow where the Wazarri
await. Now leavequiakly!' You get up to go but one
of the threc in the cor,ler also gets up and follorvs
you. Do you run away and duck down the nearest
alley (turn to 2) or walk away casually(turn to 167)?

364
You climb doyrn. (lI you have Elf-n'ings/ you have
found that they have nolv disintesrated and are
therefore useless.) Deduct 2 ponts from your
sTAMINA, Youcometo a strangecavernInfrontof
you sit six dead monks, each smiling, each with l
Black Cube on a pedestalin front of hjm. Do you
takeanyo{ the cubes(turn to 42) or carry on without
touching anything (turn to 336)?

365
You know that speed is of the essence,so you
chooseto Iisk the road. The road is deserted After
several hour's march, you see a roofed watering-
166 367-170

w€ll ahead. Leanin8 againstthe rock struchlre is a 167


withered figure dressed in rags- You get closer and The track takes you into the forest- You proceed
discoverthat it is a very old woman. Sheis crying carefully. Eventually, you frnd that the path forks
She lurns towards you, noi surp sed that you are and on a tree stump is carved a figure holding a
there, and tells you that she has dropped her mas- shield pointing west and a dagfferpointing south-
ter's valuable fiddle into the well. She pleads with east. Do you have any clue to the correcl Path to
you to help her recoverit, for she will be beaten if take?Left (turn to 16) or right (tum to 2a6)?
the lossis not made good. Doyou agreeto help and
climb down the well (turn to 1to) or refuse any t6A
assistanceand carry on walking (turn to a12)? You slowly examine the rock for footholds and
handholds to help you up. The climbing is very
difficult.
Throw two dice three times. If you do not throw a
double, deduct: points from your srAMrNA and
repeat until you do.
Flalf-way up, you come to a cave Do you stop to
rest in the cave (tum to 44) or Press on (turn
366 to 261)?
You arein a cavefull ofblocks of stonemarkedwith
a circle.On the reverseofeachiF caryedthenumber
369
You raiseyour sword and the axe strikes the blade,
Each block weighs 10 Zamarra Weights. The max- You feel a skange pain deep inside your chest
imum you can carry is 6o Zamarra Weights- If you (deduct I points from your srA M INA). The monk
wish to take one of the blocks,mark the weight on speaks again. 'Ah, there is no Trust, alrd vrith no
the AdaenlurcShcel.Do r?o/c\ceed the marimum. Trust therc is no Truth, for that is the Way. Will you
rcfuse a secondtime?'This time you feel you must
There are four exits, Do you choose:
hust the strangemonk. Turn to 2E.
Exit1? Turn to 76
Turn to 2o1 370
E3? Tum to 342 The man hobbles to a stone bench by a fountain.
Exit 4? Turn to a35 You stand in the middle of a small villagesquare.He
374-372
373-17s
smiles a gap-toothed smile, wipes the back of his seethe Serpentmakesshort work of the Garks. Itis
head with a grubby handkerchie{and speaksin a not long beforethey are devoured whole. Deduct 1
coarcevoice. 'Aye, it is not Power I seek, merely Black Cube ftol]n t}re Adl)ent re Sheet.Tnra to 1.13.
GoldCoins.Iholdyour"object" forransomandthe
price topayforitsretumis. . . 5ooGoldCoins!' You
)/t
are stag8eredbythe amount and remain speechless You attach the Elf-rvingsand glide down the cliff-
when three dders trot past and then stop and stare face with consummaieease.The Dragonmen lose
at yotJ.Testyour LLtck.Ifyou are Lucky, turn to 2o4. you among the rocks (add 1 point to your LUCK).
lf you are Unlucky turn to 359. Turn to 22o.

174
374
You are intrigued by the horseman, for the horse You pick up the middle bottle andopen it. A wispy,
looks familiar Youknowyou've seenit somewhere sweeFsmellinggas s€epsout and you breatheit in.
in the Zama an stable-blocks.You suspectthat this You feel very good. The monks smile. Add 2 points
is the traitorAstragal warned you about. You stride to your sKrLL, 6 points to youl srlurNa, and z
along a rocky ridge tracking the der. In the thick points to your LUCK score.Tum to 9.
mist you can just see that the siegebarrierc have
been opened up to let the riders pass. No one
challen8eshim. You decide to unmask the traitor. The tunnel leads to a chamberfull of books. Many
You leap off the rock and rnanageto knock him to have been dpped apart and burnt. On the floor lie
the groundbuthegetsupand holdshishandout A two bodies of Mage Warriors. Just then, a scrap of
thin wisp of smoke wraps itself around your neck, burning parchmentwafts towards you. Do you 6rab
restraining you. He does not pay you very much at it (tum to 2j5) or let it flutter past you and
attenhon and gets back on his horse and rides off. continue into another tunnel (turn to 3E1)?
You collapseon the ground, but after a while you
suddenly find you arc free of the magic. Looking
uP/ you seethe siegeba iersnow replacedand well
guarded. Turn to 12-

372
You are unharmed by the intense heat as you run
through theblaze. Pausingto look behind you, you
,76-378

176
You move at a good pace along the road. Alter an
hour or so you hear screaming and Orcs shouting.
You stop to peer over a slight rise towaids a small
river. You see the aftemath of an Orc attack on a
cart. The cart is broken and three bodies lie dead on
the road. To one side is a small girl. Sheis sitting on
a rock, cqring. You can hear the Orcs riding back
towards her, intent on more devihy. Do you rush
down to the cart to savethe girl (turn to 163)or do
you stayout of sight and o ut o{ trouble (turn to 3,45)?

377
You open the phial very carefully. A dense black
smoke bursts fo.th and wraps itsell around your
throat- There is the sound of maniacal laughter,
then a voice screams, 'Thank you, so kind of you to
I unleash the Evil doomed to an eternity o{ impdson-
ment. Now, you will be my very first victim . . .'
\ Youcannotmoveasyouareslowlystlangledbythe
mist. Your mission ends here.

178
ln Zamarra, you've heard stories about the
BonecrusherBattalions so you decide to use that
name. The Goblin immediatelv Dulls out a sword
and holdsit to your throat. 'Thi lionecrushershave
not landed vet. Conev!'He calls out to one of the
soldiers,'G;t the list. i think we have another spy.'
The Goblin marches you to a deep earth dug-out as
another Goblin arrives clutching a large battered
book. He looks at you, then flicks through the
179 380-381

pages. The book seems to contain information


about King Elido/s knights, squires and nobles.
The Coblin shuts the book, disappointed. 'Nobody
important, no ransom, kill him.' Do you shout out
that what you meant to say was that you want to
join the Bonecrushers(tum to 25o) or 'admi( that
you've dese ed from the Citadel garrison (tum to
181)?

Yourun do\,vnthe stairsand throughanopen metal


door. You slarnit shut behind you, but as you tum
round the lvolves are in front of you, ready to
ahack- Fieht eachin tum
SXII,L
379 FirstWOLF 7 6
The tunnel leads to a small chamber. On the floor SecondWOLF I E
lies a black shape. You look carefully and notice that
If you survive, the bodies disappearand you hear
it wears the insignia of ,axartes' Mage Warriorc.
Suddenly,you lookup to seea splinter ofrock break Jaxartes' evil voice: 'You cannot kill my fnends so
easily. They will soon retum. Your Krrights and
tuom the roof and drop down Testlour Luck.If you
Wizards are keeping me busy, but soonI will be ftee
are Lucky, it misses you. You see other splinters
to . . .'You turn around and look at the torchlit
hanging fiom the roof so you run back and take the
corridor. There are two metal dools. Do you enter
other tunnel (turn to r45). If you arc Unlucky, you
the left-harld one (tum to 69), th€ one on the dght
are struck and killed. Your mission ends here.
(turn to 2o2)or head back up th€ stairway (turn to
351)?

181
The tunnel leadsyou through a vast omate entrance
to the core of the Fangs of Fury: the Fumace. But the
Flame does not brun. It has be€n extinguished!
Jaxartes stands between two giant statues of
382
143164
warriors and screams out to you. ,you see, O
mightywdrrior,I haveput out yourpreciousFlame. Ifyou suruive,you turnaround to find the four Orcs
You cannot rescuethe Wizards an; I will rule the dead. The warrior has dealt with them with amaz-
world. Now the game-playing is over, I will kill ing speed and skill She then wal'es you on into a
you.'lust then, he changessize and standsalmost tent. Here you find anotherdead body and an open
chestcontaining all your possessionsincluding the
Torch. You tdke bacl everything and conceal the
Tolch again, Turn to 2of.

o 1 2J456789 J8J
oo o oooooooo The entrance is very smoky. You stumble in but
10 {)0 00t ) 0000 cannot even see your sword in front of your face.
20 00 00 ( ) 0000 You try to feel your way along and a black figure
SOOOO O O O O O O mysteriously passesyou going in the other direc-
4OOOOO O O O O O tion. Thenyou seean inscription on a pieceof wood
on the wall:

d^xxffi),^
Ahead the smoke begins to dissipateand you see
that the tunnel divides. Vt+richwiy do yoLrgo: lefr
(tum to 224)oi ight (turn to 222)?

384
your sTAM I N A.
You sidle into the tent as the pahol marchespast.
Suddenly, someone slaps you on the shoulder.
'Hey, come on! He wants it now.'You turn to see
382 two squirescleaningbattlearmour- 'He wants to get
You attack the Goblin. out to Salik's Way by tomorrow , - - Hey, what
GO B L I N EX E C U T ION E Rsxrr r 5 sre u rn a cohort and phalanx areyou?' You mutter something
5 about the hregula$. The two squirespull out their
3E5-386 387-3E8
shortswords. There are no lEegs this side of the
camp.You're a spy.'Theyboth attack.Fight eachin
3v
You carry on along the tunnel. You come to a series
rutn. of long gaps, Peering into one of them, you see a
SKIL L
blazing fury below with Goblin remains mixed in.
STAM I N A
F i N t S QUIR E You must leap acrossthree such gaps.
5 6
SecondSQUIRE 5 8 Throw two dice for the distanceand then compale
lfyou win, you quicklyput on thearmour.Tum to t h is wit h y o u r s rA MrNA . I f y o u r s r e n a r r a i s
154. greater than or equal to the distancethen you have
jumped well. Deduct 2 points from your srAMrNA
and repeat twice more. Ifyou fail on any onejump,
385 you fall into the fire and your mission ends here. If
The rock does not fall until the figures have moved you succeed,turn to 231,
away. You iump up just before it crashesdown the
slope. When all seemssafe you survey the moun-
tain landscape.Turn to j6.

346

388
You stab th€ Giant in the arm. He screamsand
drops you in the water, then you hear his voice,
'Lit e Stinger, eh?'You try to swim away, but he
grabsyou then holdsyou under the water until you
prison€rs callsout your name as he passesyou. Do half drown. Deduct I point from your sKrLL and 2
you whisper for him to shut up (tum to 252)or hit points from your s:rAMrNA. He then lifts you out
him in the facewith your fist (iurn to 93)? arrd checks that you are still alive. Tum to jo,
t89-19o

389
The Wazarri Knight smilesand is obviously pleased
with you. He molions to the squirewhobdngs over
a map and places it on the table in front of you,
wei8hing it down with abottle. Then he nods to the
squire who speaks.'Theseare the Homrath Caves.
You have fulfilled the Prophecy of TeiOkin and
haveearnedthe right toviewthe sacredparchrhent.
Study it well, for there lies the True Path to the
Fangsof Fury.'He then standsup and after another
nod from the Wazari recites'
Find the Key and
Heed the Wamings
Carry the Blocks and
Place them correctly.
The door to Fury will then open.
The audience ends there and you are taken to
another room where you are fed and rested (add
l point to your sKrLL and 6 points to your
STAMTNA).The squire eventually comes to escort
you away ftom the bastlon but issuesa dire warn-
ing 'Belvare,there are few friends now in the lands
ahead. Jaxarteshas been busy.'The samegirl who
led you in through the flames then leads you out.
She points to a distant flat-topped hountain. You
thank her and make off quickly (turn to 194).

390
You know that this must be the Dragonmen'strea-
sure room. You think that you can crawl along the
dimly lit edges of the cavem. The creaturesnow
394 392-i93

seemto be grunfing somesortofsong Youcrawlon


yourhands andknees towards thekeyon thehook.
Testlotr LLrk.ll yo.:.areUnlucky, turn to 89 If you
a-reLucky, turn to 211.

192
You decide to head {or the plain. You eventually
pick up a track and follow it for severalhours. At
one point you notice ihe Braceletglowing (mark a
captured CitadelWall on yorn Adoentve Sheef\ .'[18
trackleadsyou to the outskirtso{avillage. You walk
into the centralmarketsquareand findyourselfin a
394
Soonyou are draggedinto the lnquisition Chamber busy, bustling place Looking around, you seetwo
and have to facethe Inquisitor a-gain.She waves a tavernson oppositecomersof the square.Wlich do
smoking taper at you 'This will cost me dear if it you choosefora rest and a dink: the Ferret'sClaws
does not produce resuits. Jaxa*es does not dis- (tum to 169)or the Gannet's Nest (turn to i22)?
pensemagicalsubstanceswillingly.' The smokefills
the room and you have visions of hideous acts o{ 39t
torture done to your body: your arrns and legs You \a'alkalongthe emptytunnel. Suddenly, some-
dpped apart, your heart snatchedfrom your chest. one drops on to your back and knocks you over.
You screamthat you will tell all. Reduceyour sKrLL Qrdckly you jump to your feet andcome faceto face
by 2 points anciyour srAMrNA by 6 points. Turn to with the Evil Wizard. He has a bdght gleam in his
black eyes. 'Cannot you see that I am toying with
you? I have extinguished the Flame. Your Torch is
now useless.There ls nothing to light it with.'You
begin to have doubts in your mind and your sense
of purpose begins to waver. But/ just in time/ you
hear a weak but distinct voice in your mind. 'Brave
questor, do notgive up. There is alwaysaTrue Path
to follow.' You are spurred on by this and decideto
attack the Wizard.
394 i95-96

JA XA R T ES sKrLL 9 STAM I NA 12 395


If you survive, the Wizard gets up and disappears, You are in a chamber cottaining blocks of stone
laughing at you all the while. You look around and inscribedwith a Cross.On the reverseofeach is the
number j9. Just then, the Braceletglows (mark a
see another fork in the tunnel. Which path do you
choose to follow: the left (turn to 375) or the ght captured Citadel Wall oi lhe AdlientureSheet)
.
(turn to 34X Each block weighs 10 Zamarra weights The max-
imum you can cany is 6()Zamarra Weights. If you
394 wish to take one of the blocks, mark the weight on
You stand in a ramshackleline untii an Orc and two the Adwnl#e Shecl. Do l7ole\ceedlhe ma\imum.
Goblins appear and screaman order that you can't
understand. The others turn left and march up a There are four exits. Do you choose:
small hill towards a compound. You stop outside Tum to 1o7
and wait until twenty p sone4 are brought out. Turn to 76
They are issuedwith axesand thenyou escortthem Exit 3? Turn to 135
into a partly clearedforest The prisonersare made Exit 4? Turn to 245
up of all manner of folk: Elves,men, women, chil-
dren, Dwarfs Just as you reachthe tree-lne, one of
LheDr,varfsclosestto you dashesoff into the woods.
The nearest Goblin gives chase and calls you to
follor,v.You dash after him and find that he has
easily caught the emaciatedDwarf. He is about to
chophis head off. Do you stay his hand (tum to 139)
or let him perform this grisly act to preseNe your
cover (turn to 21j)?

395
You enter on the Seventh Level. You are in an
intricately carvedcoffidor. A voicebooms out,'You
397 398

have found the True Way. All the power of the Suddenly a large tubular creature bursts out of the
Wazarri and the name-thai-cannot-belutteredshall ground. You find yourself surrounded by it. It is
be yours.'The corridor is then flooded with Green, yellow, coveredwith thick blue veins and, ftom the
Red and BIue lights and you feel great (restore rim, it exudesa thick green slime that drops down
sx I tr- and srn v tNa to originalvalues,and Luc( on toyou. A tiny dtop touchesyour little finger and
to onginal value plus r point). A;ar of BlackCubes you watch in agony as it strips the flesh away in
appearsin {ront of you and you have time to take a seconds(deduct 2 points from your srA M r \ A). Do
handful. Throw two dice for the number you man- you try to hack your way through the thin body
ageto grab and mark the amountin the Cube box of (turn to rj) or try toburyas much o{yourself as you
lhe AdoetllureSl@et can in the sand (turn to 265X

39E
You l€ave the village in some haste.You decide to
stay offthe normal tracksand, lookingaround, seea
vast expanseof forest just aheadof you. You leach
your sKrLL by 2 for this combatonly. Fight eachin
the woods and follow what you guessto be a goat-
turn,
track. The hack eventuallymeetsanother track that
SKI LL STA M I N A is marked with hoofprints. It looks as though three
Fi l s tMAGE WAR R IOR 9 ro horses have passed. You follow the hack until it
SecondMAGE WARRIOR 8 ro forks. You stand there undecided, then notice,
Th i r dM A GE WAR RIOR 8 rr carued on a tree between the two paths, a crudely
inscribed figure of a warrior holding a shield point
If you survive, tum to 231.
ing west and a dagger pointing south-east. The
hoofpints go to the right. Which way doyou gorleft
397 (turn to 16) or right (tum to 215)?
You reach your hand inside the chest as you feel
something stirnng beneath you. There is a creaking,
rumbhng sound. Nevertheless,you are determined
to get the Gems. Throw a die for the number of
Gems you manage to grab and then throw for the
type of Gems they are: 1-2 for Brown; 3-4 for
Yellow;5 6 for Blue.
399

399
You enter the trading-post. It is full of strange,
exotic goods. A D$rarf is keeping busy but is all the
while beingr€ploachedby a hunchbackwho seems
to be th€ owner. You look at a lalse counter with
ldbeise{plaining the Cem and Crystal to Cold Coin
exchangerate.
Work out fhe value of what you possessand Bet
an idea ofhow much of what item you mayneed to
male up the shortfall.
You leavethe yillageand setoff in the diection Peg-
Leg points out to you for the Dragonlands.You see
nothing in the bleak wastebut occasionaltall pillarg
of rock with stepswinding around them to the top.
Eventually, the path leads you into a great opening
in the ground. lt is very dark inside, so you get some
brushwood tosetherand make severaltorches.You
light one torctiand walk into the cave.At once,you
spy 2 Brown Gems.You pick theseup (add them to
your list) and then carry on until you come to two
caves.Which cavedo you enter: the one on the left
(turn to 1oo) or the one on the right (turn to 4o)?
400

400
You have succededin yourmission. You look at the
Braceletaround your wrist. Ittakes ona golden hue
and then drops off. You wonderat it as it suddenly
becomes studded with extremely valuablc jewels
anq srones.
Eventuallt aJteryou are well rested, you make the
refurn iourney to Zamarra on a white charger, a gift
{rom the Wazarri. You are shockedat the devasta-
tion causedby the Sentinels.You look up to seethe
Six perched on their habitual walls with wisps of
smoke wafting from their noshils and blood spat-
tered all over their huge bodies.
You are greeted by the Wizards and congratulated
by King Elidor. He takes you to the throne room and
bids you kneel. He promotes you to Commander-
in-Chiefofall the Zamarranforces.Yourmind is in a
whirl and when you eventually leave the King's
Chamber you bump into Captain Laski. Your in-
stinctive reaction is to flinch and prepare for a tirade
of abuse, but he apologizes, salutes and stands to
attention. You return the saluteand walk down the
corridor with a broad smile on your face,

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